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Deciding and controlling base defences counts exactly.
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TRUEGRIT
Rocket Cyborg


Joined: 21 Apr 2018

PostPosted: Fri Oct 25, 2024 9:01 am    Post subject:  Deciding and controlling base defences counts exactly.
Subject description: Looking for no randomness!!!
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Well I used the tag "AIBuildcounts" but it only works with other techno-type buildings like battle laps, war factories and airports...etc, but not defences at all.

I've once overcame that before using Ares by tweaking the Allied/Soviet BaseDefenceCounts tag, but it was very random and doesn't give the exact numbers I wanted to fit my plan, so I simply added specific copy of base defence buildings with "IsBaseDefence=no" combined with "TechLevel= -1", so that AI will be forced to build the exact number I wanted plus some very few random,  and ofcourse UI player won't be able to build those copies since we would have the original free to build at any will or number.

But I don't wanna go all that way again, so Is there any other tweak method cuz even with when I use ares new tags combined with vanilla tags like for example TeslaRatio or TeslaLimit, it still give random results!!

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Oct 25, 2024 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can remove all base defenses from the side specific keys like AlliedBaseDefenses and Ares side keys. Then use AIBuildThis and use AIBuildCounts along with IsBaseDefense=yes.

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TRUEGRIT
Rocket Cyborg


Joined: 21 Apr 2018

PostPosted: Fri Oct 25, 2024 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey there E1, I missed discussing modding with u, though since my return I wondered where the hell of u guys went!!

Anyway, would u be more specific!
I mean the word "all base defences from side specific" in vanilla is very general and includes many tags and flags, and I'm afraid I forgot where or whaf all of them since all I remember are the ratio&limit of AI base defence section, and also the Allied or soviet base defences count in hard, med, easy in that section too.
Where r the other factors?
Also what do u mean by Ares side keys?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Oct 25, 2024 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Leave these empty or 0 for count if needed:

AlliedBaseDefenseCount, SovietBaseDefenseCounts, ThirdBaseDefenseCounts
AlliedBaseDefenses, SovietBaseDefenses, ThirdBaseDefenses

Ares side sections:
AI.BaseDefenses=
AI.BaseDefenseCounts=

If there are problems or feel uncomfortable, then define the IDs and have count as 1.

Then on your actual defense buildings use:

AIBuildThis=yes
AIBuildCounts= ; as needed
IsBaseDefense=yes

Basically dump the game's system and uses Ares AIBuildCounts alone. This way you will have exact number of defenses and AI will still consider these as defenses for target selection.

Edit: Removed the discord server reply.

Last edited by E1 Elite on Sat Oct 26, 2024 5:57 pm; edited 1 time in total

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TRUEGRIT
Rocket Cyborg


Joined: 21 Apr 2018

PostPosted: Sat Oct 26, 2024 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Now that's a brilliant tweak, how u find out about it? That was very clever.
The side specific base defences counts given 0 value has ended randomness for once and for all.
Also Ares side keys I guess it did the same, though I don't know how or what's Ares logic in that section, I just inserted the tags in the general combat rules section.
I'm not gonna lie I was doubtful about the whole thing, but oh man it worked like a charm and saved alot of time form me, I was about repeating my old twaek but yours is a best solution.

Thnx bro

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