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easy question, how do you make the AI build freakin fast?
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wardeathfun
Commander


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

PostPosted: Fri Aug 03, 2007 3:16 am    Post subject:  easy question, how do you make the AI build freakin fast? Reply with quote  Mark this post and the followings unread

this hasnt been asked for a while atleast (since i looked) and whats the fastest build speed can the ai have under difficulty? because i made a few clone buildings and the ai takes so long. i made BuildSpeed=0.01 and that made them slow BuildSpeed=30 made them either slower or the same and i made the ai BuildSpeed=0.1 and it really did not make a difference... is it possible to make the ai build a big base in minutes instead of EXACTLY 9 HOURS?

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Dracaveli12
Medic


Joined: 05 Jun 2006

PostPosted: Fri Aug 03, 2007 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

you can cut the cost for their buildings,

I'm not sure of this one but you can try to give the C-yard industrial bonuses just like the plant..I have no complaints about the AI base building pratices so I never tested this..

also you could place buildings on maps and switch em over....provided you know how to script them properly for each team at each designated starting spot...etc

If you want a quicker AI as far as offensive teams, just make scripts fire at early game buildings (will be strickly infantry since the barracks normally comes first unless you completly change your building list which in turn you must create an entirely new AI.ini file) ...., I use this method with a combination of map ai (offscreen unit) scripts for early game attacks


here's some tags from deezire's guide...


CostInfantryMult=
CostUnitsMult=
CostAircraftMult=
CostBuildingsMult=
CostDefensesMult=
Determine the multiplier to the Cost= value of the relevant objects when produced by this house. It is not known if these values


BuildTimeInfantryMult=
BuildTimeUnitsMult=
BuildTimeAircraftMult=
BuildTimeBuildingsMult=
BuildTimeDefensesMult=
Determine the multiplier to the time taken to produce the relevant objects by this house. It is not known if these values over-ride or enhance/accumulate with the BuildTime= entry for the house (see Difficulty Settings).

IncomeMult=
Straight multiplier applied to the amount of money this house gains from a Refinery when it processes Ore.


I'm not sure but you could see if "-.05" or somthing will work with them, not sure...but it wont hurt to try


I also trust you know where to add these tags

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wardeathfun
Commander


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

PostPosted: Fri Aug 03, 2007 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

money isnt a problem.... infact i send A Spy in and takes over $30000... ill see about multiply time ones though. i dont want all houses affected, just the ai difficulty.

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wardeathfun
Commander


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

PostPosted: Fri Aug 03, 2007 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, i wasnt sure if you wanted me to place that under [Difficult] or the house section but either way it dose not help me.

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Thu Aug 09, 2007 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make a MCV Clone for the AI And make a AI trigger wich builds The MCV Cone with High priority, and you wont be able to defeat the AI in the end, every MCV will multiply AI Buildspeed by 100%

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wardeathfun
Commander


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

PostPosted: Sat Aug 11, 2007 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

thats making cloning to far.... it gets nasty.... 2 cloning vats.... *shivers*

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