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how do i make the AI build a bigger base then the largest...
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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu May 10, 2007 11:17 pm    Post subject:  how do i make the AI build a bigger base then the largest...
Subject description: player? like not waiting for me to build but just makes a large base...
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because im trying to make a computer very hard (im even letting it cheat now) and it is just sitting there waiting for me to build something then when i build something it dose. how do i make it so it builds even though it would become the biggest base?

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri May 11, 2007 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

make it build extra MCV. and construction yards. Wink

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri May 11, 2007 7:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't. It will get real ugly real fast.

Instead you should mess with the second half of the [AI] section, tell the AI to build more crap, and particularly, BaseSizeAdd.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri May 11, 2007 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

yah, i made it so the ai makes massive mcvs and it isnt.... XD it was crazy. but im allowing it to clone viehicles instead but it still dose that ugly mcv clones. but i did and what it dose is it waits for me to build something then it dose. but ill try again.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sat May 12, 2007 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

The thing I would do is to clone the Allied/Yuri/Soviet Barracks and only make that clone available for the AI. Then I would do the same with Airforce Command HQ and Grand Cannon, Cloning Vats, Service Depot (all Teams).
Dont know about the navy but I think I would do the same with the Sub Pens and Naval Yard also.

I would also enable the use of Service Depots or whatever tey are called inRA2 for the AI becaus they will use them and the reason I cloned it is becaus in my Tiberian Sun mod the AI has so many units in its base trying to repair cloggs up one Service depot.

The only one I would not do this on is the War Factories becaus if the AI decides to build a MCV you will get the multiple Construction Yard problem where the AI starts to expand over the whole battlefield.

For those who just want the AI to build more stuff for no pacicular reason and realy has no use for the AI you could make the AI build the Allied Spy Sat, clone the Soviet and Yuri Radars, Tech Centers and Gap Generators if you haver not disabled it like me.

The last step is to make more buildings that also the AI could build like a Yuir Service Depot. This one is downloadable from the internet if you know how to code this one into the game. You could also make the Yuri AI build the Psychic Beacon or Psychic Amplifiers but the Amplifier first needs a build up and proper .shp files like buildups and other stuff.

And DON'T like DCoder said make the AI build several MCV's. It will grow into a big problem fast. It is currently in my Tiberian Sun mod becaus there I have enabled the AI to build the Mobile War Factory and hen it looses its ConstructionYard it builds several MCV's in parallell and there is nothing to stop them from doing this. I have had a 1/4 of a big map occupied by the AI in the worst case a year ago. Ive also seen this problem several times in the RA2:YR mod "Eagle Red". The same problem applies to the War Factories and Construction Yards.

There are alot of tutorials around the internet for improving the AI in RA2 or Yuris Revenge.

Here is discussion for the BEST AI for Yuris Revenge:
http://www.ppmsite.com/forum/viewtopic.php?t=14459

And two other ones on Renegade Projects forum:
http://forums.renegadeprojects.com/showthread.php?tid=700
http://forums.renegadeprojects.com/showthread.php?tid=706

I got a quite big knowledge about the AI in TS and RA2 and DCoder too. The RA2:YR AI is pretty dead compared to the one in Tiberian Sun but both of them can be improved by a giant step. Especially the one in RA2 becaus it got several improvements compared to the one in Tiberian Sun.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat May 12, 2007 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cloning Service Depots was a good idea in TS, but not so in RA2/YR - TS didn't have Kirovs/Nighthawks/Disks/Siege Choppers. AI likes to send them to get repaired, where they hover endlessly and lock up both the depot and the AI's attacks.

AFC cloning, on the other hand, is a good idea imo, since it reduces the frequency of this: AI sends planes to attack -> AI sees AFC docks empty -> AI builds new planes -> the first squadron finishes attacking and tries to find a dock -> oops. Yes, it does happen.

Btw, the "multiple factories build multiple MCVs" could theoretically be avoided if you scripted the "No Con Yard" trigger to only create those MCVs and pool them, then had another trigger to recruit one of them. Although idle MCVs tend to autodeploy when hit by enemy fire...

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amartin99
Light Infantry


Joined: 06 Dec 2006

PostPosted: Sun May 13, 2007 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried adding

[AI]
BaseSizeAdd=300 ; computer base size can be no larger than the largest human opponent, plus this quantity
DefenseLimit=400 ; maximum number of defensive buildings to build
AALimit=100 ; maximum number of anti-aircraft buildings to build
TeslaLimit=100 ; maximum number of tesla coils to build
HelipadLimit=20 ; maximum number of helipads to build
AirstripLimit=10 ; maximum number of airstrips to build

didn't seem to make any difrence

I also added
[CLEG]
AIBuildThis=no
no more Chrono atacks hehehe (I so hate them)

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sun May 13, 2007 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

AIBuildThis only works on buildings i thought. and there is no air strips so thats why that isnt a difference. also they dont clone any kind of factorys so you must make new buildings but the defenses should be different.

now, i will make the ai build more airpads (since it sounds awseome to be attacked every 10 seconds by massive planes) but i will post my mod in here and will apriecate anyone who will rate the ai so far.

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amartin99
Light Infantry


Joined: 06 Dec 2006

PostPosted: Mon May 14, 2007 1:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I was just trying to get it to build more buildings
the comp keeps making these itybity bases
I want it to make masive bases

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon May 14, 2007 3:26 am    Post subject: Reply with quote  Mark this post and the followings unread

isnt there a tag that deals with placement spacing, it will help. and no AIbuildthis=yes IS only for buildings. you have to delete or replace the CLEG's off the taskforce so the AI wont use them.

Also, do AIGenerals still function in RA2/YR?

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Dracaveli12
Medic


Joined: 05 Jun 2006

PostPosted: Mon May 14, 2007 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

It may be just me, but the AI in red alert 2 is tougher then the one in Yuri, the paradrop (deploy.undeploy.move.deploy) is amazing...somehow this isnt the case in Yuri..sure some might deploy...but in Red Alert 2 they all deploy/move/redeploy in unison


a "massive base" can come in many forms, a modder who loves inner city style maps, could make a base appear huge by having a ton of garrison scripts...without adding to the AI's overall number of structures it would be allowed to build

I don't understand why ppl go for the "clone" route when trying to spice things up myself Shocked ...

Instead of cloning, I opt for tactics....(that Dog Kennel trick is "handy" as well)...

I've also notice in one of the Allied campaign missions (Pearl Harbor RA2) that the AI doesnt sell off buildings it captures. I'm going to attempt to copy & apply that in skirmish play to see if I can get them to train/build units after capture.

about AIGenerals, recent discussion by CNCVK says they are not parsed, but I doubt this

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amartin99
Light Infantry


Joined: 06 Dec 2006

PostPosted: Mon May 14, 2007 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

O you where referring to the Chrono atacks I was trying to prevent
yea that didn't work

how come this don't work ?
[AI]
BaseSizeAdd=300

I gave the comp a masive amount of space to build in and it still just used like 1/5 of it
also it seems no mater how big I build the computer stil just builds a small bace and few troops

if you survive the first 10 min the comp has no chance at all

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue May 15, 2007 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

its the thing i posted here about. watch the computer and build a power plant, he builds only when you build. computers refuse to be bigger then players so it makes it harder to play against them.

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amartin99
Light Infantry


Joined: 06 Dec 2006

PostPosted: Tue May 15, 2007 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

it's worce then that
if we build 50 war factories
the comp still just builds 1

and the comp baces all look the same
BORING

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue May 15, 2007 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

your point? i made a mod that changes that but im trying to fix the bugs right now like the ai being slow... its fine now however glitch wize.



advanced ai mod.zip
 Description:
here is the od so far. any ideas?

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 Filename:  advanced ai mod.zip
 Filesize:  160.4 KB
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