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What controls how many conyards each side will build
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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Sat Apr 05, 2014 1:32 am    Post subject:  What controls how many conyards each side will build Reply with quote  Mark this post and the followings unread

Ok i knew how to do with but i've forgotten since and i can't remember

I think it was in AI controls but it might of been in general. I could do something that would make a team build a construction yard, than they would build another one, than build their base two buildings at a time this way they would build a base trice the size and this is the way i liked it most times

I also knew how to make it double again, they would build two conyards, then double those to make 4, then build their base 4 buildings at a time, sometimes this was ok too sometimes too unrealisic plus they needed so much building space that they would run out of space in the area the map gave them, so they would never get to building tech centers and warfactorys, and spam defences that and they would spend so much money leaving them little to do their vehicle attacks with

Now i have one team the allies stuck at doing 4x instead of 2 and i cannot remember how to get it back

Anyone know by any chance Very Happy

thanks guys!


EDIT: Also is anyone noticed that when you set a buildings build limit to -1, after you build it once, it dissapears from the sidebar for the rest of the game?

:O

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Apr 05, 2014 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

There is not any control AFAIK, If you have intentionally made AI produce an mcv and deploy or con yard directly while it has one, it can keep creating it in a loop even making the building cloning even greater.

It is not always advisable bug to use in excess as eventually the lag from map walking with bases gets too severe including normal factory producing.

ARES has provided control to turn it off (additional AI queues) but haven't checked it works for conyards, some I think reported it not working on that.

Most likely you have faulty AITrigger creating mcvs(?) while there is con yard present or you've gone aibuildthis stuff. Any idea to limit this has to be devised up by you like disable aitrigger when more than certain amount of con yards is met.

Yes -1 is known and is actually useful feature in some cases as basicly you build it, it adds +1 to -1 making it zero and thus its unavailable.

Alternatively the negative amount can be increased to allow give more limited number until removing.

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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Sat Apr 05, 2014 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks alot. and yea i'm that could be useful too

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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Sat Apr 05, 2014 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Does anyone know of other neat things you can do that you wouldn't know of by the normal functions used for cirtain things?

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