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A question
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Anxy
Civilian


Joined: 07 Jan 2011

PostPosted: Fri Jan 07, 2011 5:11 pm    Post subject:  A question
Subject description: Skirmish difficulty
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So i found this mod and i'm amazed, its amazing, i'm a die hard tib sun fan and the lack of wave class errors and lack of those annoying probes that destroy one structure at the click of a button has made me very happy.

the improvements you've made are amazing, absolutly loving it Very Happy


The problem i have tho is that i find the Skirmish Ai near impossible to defeat. i dunno if i'm doing something wrong but, its almost like they are constantly sending enemies at me that are larger in number than the forces i'm able to make.

Is this a known problem or am i just missing on something, as far as tib sun firestorm went i could beat the hard ai with ease. but the easiest ai on this game i find impossible?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jan 07, 2011 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let's just say that the AI will get a proper review and update soon #Tongue

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Anxy
Civilian


Joined: 07 Jan 2011

PostPosted: Fri Jan 07, 2011 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

haha i'm glad Very Happy i really love this mod, any idea on a realistic date for Skirmish ai? doesn't matter how rough a estimate. like a week, a month, a year?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Jan 07, 2011 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm glad you're enjoying Twisted Insurrection. As for the confirmation date of the next patch or build, I can't determine that as of now, but I'll be sure to let the public know ahead of time.

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Anxy
Civilian


Joined: 07 Jan 2011

PostPosted: Fri Jan 07, 2011 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
I'm glad you're enjoying Twisted Insurrection. As for the confirmation date of the next patch or build, I can't determine that as of now, but I'll be sure to let the public know ahead of time.


indeed i am Very Happy

Sweet well i guess i'll wait, i'd offer to help in any way i can but unless you someone with a vivid imagination i'll do my best by telling my friends of this great mod Smile thanks again.

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Jan 07, 2011 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think they have such large armies because they build multiple units at once.

At least, that's what I've seen. It's a little odd seeing two or three aircraft spawn at the edge of the map behind you base and fly overhead.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Jan 07, 2011 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not much can be done about that due-to Tiberian Sun's stupid Helipad system.

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Anxy
Civilian


Joined: 07 Jan 2011

PostPosted: Sat Jan 08, 2011 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Not much can be done about that due-to Tiberian Sun's stupid Helipad system.


mmm, Aro do you have any Guides of any kind for moding, specifically ones that have to do with tib sun moding (preferably for beginners)? i like problems and that sounds like a problem xD

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ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Sat Jan 08, 2011 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

The Tiberian Sun Modding Tutorials Factory has tons of stuff if you can't figure out how to do something specific. There's also a beginner's guide somewhere... but I can't find the link to it.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jan 08, 2011 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

The Newbie Guide to Modding.

Quote:
i like problems and that sounds like a problem xD


Certain problems are impossible to fix within the INI files.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Jan 08, 2011 8:08 am    Post subject: Re: A question Reply with quote  Mark this post and the followings unread

Anxy wrote:
The problem i have tho is that i find the Skirmish Ai near impossible to defeat. i dunno if i'm doing something wrong but, its almost like they are constantly sending enemies at me that are larger in number than the forces i'm able to make.

Well, the AI level 0 might be too hard at the moment for some players (although it's still quite well beatable). Let's see what we'll do with Dutchy for the next patch.

Then again, if we make level 0 easier, then it might be too easy when compared to level 1. If the TS engine would only allow 5 difficulty levels..

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Anxy
Civilian


Joined: 07 Jan 2011

PostPosted: Sat Jan 08, 2011 6:14 pm    Post subject: Re: A question Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
Anxy wrote:
The problem i have tho is that i find the Skirmish Ai near impossible to defeat. i dunno if i'm doing something wrong but, its almost like they are constantly sending enemies at me that are larger in number than the forces i'm able to make.

Well, the AI level 0 might be too hard at the moment for some players (although it's still quite well beatable). Let's see what we'll do with Dutchy for the next patch.

Then again, if we make level 0 easier, then it might be too easy when compared to level 1. If the TS engine would only allow 5 difficulty levels..


Well surelly 0 should be easy, 1 being what you'd think as the most balanced compared to a player and 2 being the hardcore type mode for extra super hard? at least that is the way i've always imagined it.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Jan 08, 2011 6:24 pm    Post subject: Re: A question Reply with quote  Mark this post and the followings unread

That's pretty close to what I meant it to be. The problem with that is that, the skill gap between the difficulty levels shouldn't be too high (as it would be if I'd do directly what you imagine), since otherwise, for example, Level 0 would be way too easy for someone while Level 1 would be too hard.

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ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Sat Jan 08, 2011 7:44 pm    Post subject: Re: A question Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
otherwise, for example, Level 0 would be way too easy for someone while Level 1 would be too hard.


Which is actually the problem for me ATM. #Tongue

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exalted40000
Medic


Joined: 09 Dec 2010
Location: Lake and forest filled Finland

PostPosted: Sun Jan 09, 2011 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is is possible increase the amount of difficulty levels? It could allow to add even easier/harder difficulties without needing to change the current difficulties.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jan 09, 2011 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

exalted40000 wrote:
Is is possible increase the amount of difficulty levels? It could allow to add even easier/harder difficulties without needing to change the current difficulties.

Not without editing the executable, which only few people (Hyper) are capable of. Having 5 diffifculty levels would be perfect.

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