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A Pyramid in DTA?
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Frashy
Civilian


Joined: 31 Dec 2014

PostPosted: Wed Dec 31, 2014 4:39 pm    Post subject:  A Pyramid in DTA? Reply with quote  Mark this post and the followings unread

I was playing on the map "Switching Islands" as Nod against GDI.  It was a typical game until I noticed the AI GDI had built a pyramid.  I'm pretty sure this isn't a deliberate move.

EDIT: The options for the game were: Classic mode, Crates, Short Game, Re-Deployable MCV, Infinite Tiberium/Ore, and Start without Shroud.



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drive
Grenadier


Joined: 11 May 2013
Location: In a moving Trompete.

PostPosted: Wed Dec 31, 2014 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like GDI had a new tech-center  Laughing

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Jan 04, 2015 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

It seems I missed this post.
I can't see anything obvious that could cause this; has this issue ever occurred again since you've posted this?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jan 04, 2015 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

How long had the game been running?  I've seen this sort of thing happen in old alphas of TO when the AI loses nearly all its buildings late in the game.  It clearly gets confused about what it should be building, and since it doesn't follow prerequisites it starts plonking down civilian props instead.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Jan 04, 2015 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

So this doesn't happen in TO anymore either?
I wonder if it's because the TS Civilian structures in DTA have no owner specified, although they don't have one specified in TS either and I never saw this happen there (but then again I've never seen this happening in DTA before either).

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jan 05, 2015 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow. The worst I've seen the TI AI do is build Nod structures as GDI. Not this kind of wonky stuff xD

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Jan 05, 2015 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, in TI GDI will build a Nod refinery once it goes broke (it'll sometimes even sell a GDI refinery in order to do this), but that's because the game only reads the first entry of BuildRefinery=.

Having the AI build structures that aren't supposed to be buildable at all is a different matter however...

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Frashy
Civilian


Joined: 31 Dec 2014

PostPosted: Tue Jan 06, 2015 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

It hasn't happened since.  But that was incredibly bizarre(And rather funny) all the same.

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Woofna
Guest




PostPosted: Wed Feb 11, 2015 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

This happened to me as well, the match options were extreme AI, crates no shroud, short game, re-deployable, infinite ore/tiberium, replace tiberium with ore, and I think that's it.  It was when I was REALLY dragging a game on because I like to make uber units by having one gather all the crates (essentially playing sole survivor after I'm turtled enough to leave my base alone) so I had been letting the AI do it's thing for around two hours.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Feb 25, 2015 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can confirm that this is a recurring problem in the TS engine, TI suffered from it earlier today as well in a game ErastusMercy was playing against an AI, over an hour into the round, this happened...



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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Feb 26, 2015 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Heh. At least it's not a common or serious issue, I just had a good laugh when I originally saw the Pyramid image.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Feb 26, 2015 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

It's just bizarre. TS engine at it's finest. Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 26, 2015 8:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I would have somehow understood it in DTA, since the buildings for each Side need
Owner=GDI/Nod/Allies/Soviet,Civilian
to work (avoid the NCO bug). Thus the AI has a "bridge" to the Civilian house, to which also all civil buildings like Pyramids belong.

However on TI, there is no such Owner workaround necessary, yet the AI still builds a building from a completely different Side.

Even more strange is the fact, that Owner=...,Civilian actually works, since there is no Civilian [House] and only a Civilian [Side].
The Owner key however works with houses, not sides.
So i guess Owner=Allies,Wingdangdudel would work too and it just needs a second entry to avoid the NCO bug.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Feb 26, 2015 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, the house that's specified as the extra owner does need to exist, but you can use both the ID or the specified name of a house to specify an owner. So Owner=...,Neutral works too and so will Owner=...,JP (for Special), while Owner=...,Mutant won't work since "Mutant" only exists under [Sides].

Also, the second house isn't actually specified to avoid the NCO bug, but it's necessary to make any structure appear on the sidebar for third and fourth factions and also to make structures of any other faction appear on the sidebar after capturing their Construction Yard.
Any second owner will work for this, as long as the owner exists and the structure has more than one owner, it'll appear on the sidebar. And the reason why this is also necessary for captured Construction Yards is because the Construction Yard isn't also the BuildConst structure, meaning that you won't capture your opponent's BuildConst structure along with his Construction Yard and this is normally necessary to make the other faction's structures with only 1 owner to appear on your sidebar as well (and this again only would've worked for the first 2 factions).

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