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Two questions
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bunchies
Vehicle Driver


Joined: 05 Oct 2007

PostPosted: Fri Oct 19, 2007 4:17 pm    Post subject:  Two questions Reply with quote  Mark this post and the followings unread

1. While making my first map I placed some civilian buildings really close to each other, so the outlines of the two buildings (those yellow lines around the buildings showing the actual size of their foundations- can be set from 'options' in FinalAlert 2) are "crossing" each other. I'm modeling a real city with this map, and these "pushed together" buildings imitate large blocks of flats. My problem is that when I destroy some of these buildings, the game crashes. Strangely it only happens with some of the building types, with other ones destroyed the game acts normally. So, do you have any ideas to solve this problem?

2. While trying out the modifications I did I found a strange thing. Is it possible that the AI... cheats somehow? I thought of it first when I was playing skirmish game as America against Russia, and suddenly I saw the enemy attacking me with some American units. I realized that these units were originally soviet ones, but I modified them to be accessable only for allies. I think that the AI uses some sort of script (?) to build these unit regardless the fact that it doesn't have the requied buildings. Do you know anithing I can do to prevent that? (Shamefully I mostly used TibEd for modifying, maybe that causes some problems. Anyway, I'm using YR 1.001)

Thanks a lot, and sorry for the long post.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Oct 19, 2007 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Don't overlap them, then.
2. The AI has a predefined list of units to build, and it does, in fact, ignore prerequisites on them. To fix what AI builds what units, modify ai(md).ini .

And do everyone a favour, lose TibEd. Most of us will simply refuse to help you at all as long as you use it instead of editing manually.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Oct 22, 2007 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

mainly as no one understands the messed up code it produces (tibed)

also by default on normal, hard difficulty ai cheats by default (extra income)

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon Oct 22, 2007 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

But it can't muster up more then three Mammoth Tanks or Airships.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Oct 22, 2007 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

cos ai sucks

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bunchies
Vehicle Driver


Joined: 05 Oct 2007

PostPosted: Wed Oct 24, 2007 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
2. The AI has a predefined list of units to build, and it does, in fact, ignore prerequisites on them. To fix what AI builds what units, modify ai(md).ini .


Thanks for your help, but I just can't figure out how can I change the AI with that file. Can you tell me exactly what to do to for example to allow the Americans to build Tesla tanks while disabling the Russians to have them etc. I'd be very grateful if you could tell me how can I do this exactly. (yes, I'm a n00b. sorry)

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Oct 24, 2007 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Find the trigger(s) that use Tesla Tanks and set their owner country to Americans. Can be done with my AI Editor.

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bunchies
Vehicle Driver


Joined: 05 Oct 2007

PostPosted: Fri Oct 26, 2007 1:10 pm    Post subject:  THX Reply with quote  Mark this post and the followings unread

Thank you very much. That program of yours is really useful

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