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Prerequisite, TechLevel
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zsu
Vehicle Drone


Joined: 29 Sep 2012

PostPosted: Wed Oct 17, 2012 10:03 pm    Post subject:  Prerequisite, TechLevel Reply with quote  Mark this post and the followings unread

AI build some units while not all Prerequisite building types available and not reaching the required technical level. Why this happen?

Example 1:
Prerequisite=GAWEAP,GAROBO
TechLevel=10
80000437-G=Dron sniper,80000423-G,<all>,10,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,50.000000,10.000000,50.000000,1,0,1,0,<none>,0,1,1

Example 2:
Prerequisite=GAWEAP,GADEPT
TechLevel=6
80000230-G=Abrams tank,80000220-G,<all>,6,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,50.000000,10.000000,50.000000,1,0,1,0,<none>,0,1,1

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Oct 17, 2012 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe due to the reason that AI ignores those.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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zsu
Vehicle Drone


Joined: 29 Sep 2012

PostPosted: Wed Oct 17, 2012 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Should he ignore those?
This is a good reason to reduce the technical level of the most powerful weapons of the other side.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Wed Oct 17, 2012 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

The AI in TS/RA2 has always ignored prerequisites, and I see that you specified the tech level in the AI Trigger by the number after "<all>".

If specifing the tech level in the AI trigger doesn't work, I can suggest you to try changing in the Team under [TeamTypes] section.

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zsu
Vehicle Drone


Joined: 29 Sep 2012

PostPosted: Thu Oct 18, 2012 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Will try.
Btw, I play yuris revenge 1.001

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zsu
Vehicle Drone


Joined: 29 Sep 2012

PostPosted: Thu Oct 18, 2012 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

And this one trick he ignore.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Thu Oct 18, 2012 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

What the best course of action to do is; make a new building and then use that building on Prerequisite= on the units them selves. this will control the AI to build on the buildings tech-level, some how this tech level thingy is weird only buildings are recognized by the tech level its on, maybe the Ai was only half compete?

Like the others have said and i say again. AI will not obey Techlevel but it will obey Prerequisite in the Rulesmd.ini.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Oct 18, 2012 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Dubzac wrote:
AI will not obey Techlevel but it will obey Prerequisite in the Rulesmd.ini.


Wrong. AI does NOT obey prereqs, the sole way mimicing is that the triggertype is based upon the prereq. (using One of my BLab exists as trigger condition for a BLab prereqed and so on)

AI ONLY obey prereqs on buildings during the base building.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Oct 18, 2012 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Change the Trigger so it fires when the AI owns the required structure (Radar, Battle Lab, etc).
To other AI editors: yes, this ztype up dynamic AI as it will create teams for actions that are not happening (creating anti-SW teams when no SW are around), but it's either this or the AI creating Apocs at the beginning of the match.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Thu Oct 18, 2012 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

*clears throat*
Never mind Tech Labs are not covered in hack section in rules INI.
AI trigger will sometimes cover it though. like duchy just said. that is what i meant last post.

BTW does it really matter what AI does?. I mean your going to lay waste to it anyways. Laughing

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Oct 18, 2012 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah or it lays waste to you with Prism Tanks before you can train your first GI.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Oct 18, 2012 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Every country in my mod has a special advanced taskforce using the country super units (and faction ones too). They do not build it until they have their country specific building.

For example, as some of you know America in my mod specializes in prism technology and infantry. They build a "big team" once they have the Infantry Training Center.

So yeah, just to add on to the fact that using prerequisites in trigger types works just fine without bugs.

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zsu
Vehicle Drone


Joined: 29 Sep 2012

PostPosted: Fri Oct 19, 2012 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Dubzac wrote:
AI will not obey Techlevel but it will obey Prerequisite in the Rulesmd.ini.


Wrong. AI does NOT obey prereqs, the sole way mimicing is that the triggertype is based upon the prereq. (using One of my BLab exists as trigger condition for a BLab prereqed and so on)

AI ONLY obey prereqs on buildings during the base building.


In my plan, AI should send sniper dron when enemy own a certain number of infantry. Without this attack will be useles, since all infantry is likely to already be in the bunker.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Fri Oct 19, 2012 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

There's no "enemy owns at least this much infantry" condition, only "enemy owns at least this much of a specific object".

You can't make the AI hunt for infantry only when there is a specific number of them on the battlefield, unless you set a specific infantry as a condition.

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zsu
Vehicle Drone


Joined: 29 Sep 2012

PostPosted: Sat Oct 20, 2012 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did set. He hunt, but ignore subj.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Oct 20, 2012 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

The trigger conditons won't make the attached team attack that object it will just trigger the AI to construct the team when it exists. The team will follow the script it is given.

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