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Need help with building buildings far from my base !
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Abdragon95
Medic


Joined: 09 Aug 2011
Location: Bosnia and Herzegovina, City of Zenica

PostPosted: Fri Aug 19, 2011 2:48 pm    Post subject:  Need help with building buildings far from my base ! Reply with quote  Mark this post and the followings unread

I would like to put my Psychic Beacon far away from my base, but it's not available, as neither of the buildings in the game!
Can anyone tell me some code in rules.ini that determines this placing !?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 19, 2011 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

rules.ini wrote:
; Specifies the characteristics of the various game objects.
[...]
; *** applies only to building types ***
[...]
; Adjacent = distance allowed to place from other buildings (def=1)

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Fri Aug 19, 2011 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

What Lin said. Adjacent is the amount of Cells that can be between a BaseNormal structure and the structure you want to build, and can be diagonal cell distances.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Aug 20, 2011 2:22 am    Post subject: need Reply with quote  Mark this post and the followings unread

If you have tech buildings on the map you can build next to them. If you change the adjacent number the only issue I can see is that the AI might do the same and it could be a cluster f***

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Aug 20, 2011 3:33 am    Post subject: Re: need Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
If you have tech buildings on the map you can build next to them. If you change the adjacent number the only issue I can see is that the AI might do the same and it could be a cluster f***


Nah, pretty sure that AIBaseSpacing overrides that, and WantsExtraSpace.

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Abdragon95
Medic


Joined: 09 Aug 2011
Location: Bosnia and Herzegovina, City of Zenica

PostPosted: Sat Aug 20, 2011 4:19 am    Post subject: Re: need Reply with quote  Mark this post and the followings unread

001010011100101110 wrote:
Nikademis Von Hisson wrote:
If you have tech buildings on the map you can build next to them. If you change the adjacent number the only issue I can see is that the AI might do the same and it could be a cluster f***


Nah, pretty sure that AIBaseSpacing overrides that, and WantsExtraSpace.


I'm pretty sure that AI is not gonna ever make psychic beacon, anyway thaks for your help! Smile

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Aug 20, 2011 4:27 am    Post subject: help Reply with quote  Mark this post and the followings unread

well, you would be surprised. i have a beta map that has 5 players. I played against the AI all on brutal and took me 3 hrs to beat. they built everywhere and anywhere even just out side my base. If you make an AI script that says create a mcv and move to friendly tech building (you pick with you want them to move to) and deploy they might build

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Aug 20, 2011 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

If you give the AI multiple production facilities, they go apeshit. This is especially true with construction yards. In fact, it's worse than war factories and barracks.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Aug 20, 2011 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

That's just ai base clone spamming.... Never let your ai have multiple mcv's unless you want issues to occur like that.

Also `the reason you can build next to buildings is the tag BaseNormal=yes on tech buildings."

And EligibileForAllyBuilding= allows allies to build off this buildings if set to yes and checked off on skirmish menu.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Aug 20, 2011 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fen, I never tested it. So basically, if computer has two construction yards, then he can build two buildings at same time?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Aug 20, 2011 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, but it's not a good idea. They will build multiples of EVERY building. Including SW's. Unless you want some crazy spazoid AI, I dont recommend you do it.

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hotrods20
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Joined: 27 Jul 2009

PostPosted: Sun Aug 21, 2011 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I am so giving the AI 2 super weapons. I will keep destroying them. Over and over again.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun Aug 21, 2011 1:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, as long as there are buildings on my maps the don't go crazy. I have an urban map that is just cliffs I haven't created the civilian buildings yet so yeah they can go crazy. I have to fix the AI to limit them back to where they should be

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Aug 21, 2011 5:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Building an extra SW structure does NOT have any effect on the Superweapon. And it definitely does not give them a duplicate SW.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Aug 21, 2011 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Fen, I never tested it. So basically, if computer has two construction yards, then he can build two buildings at same time?


Every building they build appears in as many copies as they have ConYards, so basically yes. Not only that, they will build additional Construction Yards as well. So just as Fen said, it's bit like the thing with WF/Barracks, only much worse.

And yes m7 is correct. Multiple superweapon structures does not equal multiple instances of a superweapon.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Sun Aug 21, 2011 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
MasterHaosis wrote:
Fen, I never tested it. So basically, if computer has two construction yards, then he can build two buildings at same time?


Every building they build appears in as many copies as they have ConYards, so basically yes. Not only that, they will build additional Construction Yards as well. So just as Fen said, it's bit like the thing with WF/Barracks, only much worse.


AFAIK ARES fix this

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sun Aug 21, 2011 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

It can be toggled in Ares. It was never 'fixed.'

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Aug 21, 2011 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Hotrods20 wrote:
I am so giving the AI 2 super weapons. I will keep destroying them. Over and over again.


When I said, "They will build multiples of EVERY building. Including SW's. " I meant only the structures not the SW itself.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sun Aug 21, 2011 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

NEIN!!!
What if I gave them the same super weapon but like WEATHERSTORM1, then create a new one and call it WEATHERSTORM2? Then maybe I could code a map and make them create both and have them appear the same but not be the same building. If only the RulesMD.ini could take "if" statements... I would put
if(WeatherController == 1)
{
set WeatherStormActive = 1;
}
else if(WeatherController >= 2)
{
set WeatherStormActive = 2;
}

That would make things so simple...

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Aug 21, 2011 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's enough "simple" to confuse me...

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Aug 21, 2011 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could make cloned superweapons and attach them to cloned structures, but you'd still have to build one after another. And you can't activate multiple Lightning Storms or Psychic Dominators anyways.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Aug 21, 2011 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

hotrods20 wrote:
NEIN!!!
What if I gave them the same super weapon but like WEATHERSTORM1, then create a new one and call it WEATHERSTORM2? Then maybe I could code a map and make them create both and have them appear the same but not be the same building. If only the RulesMD.ini could take "if" statements... I would put
if(WeatherController == 1)
{
set WeatherStormActive = 1;
}
else if(WeatherController >= 2)
{
set WeatherStormActive = 2;
}

That would make things so simple...


That's why RA2 is more

do {
if(WeatherController) {
set PlayerXHasWeatherController;
}
} while PlayerXDoesNotHaveWeatherController;

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Aug 22, 2011 2:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I can do that in the INI or would I have to edit the EXE?

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Aug 22, 2011 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

hotrods20 wrote:
I can do that in the INI or would I have to edit the EXE?


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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Aug 22, 2011 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

hotrods20 wrote:
I can do that in the INI or would I have to edit the EXE?


Yeah just put it all under [WTF]

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