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AI Ships
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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Fri Jan 04, 2008 3:20 am    Post subject:  AI Ships Reply with quote  Mark this post and the followings unread

Is there anyway to get the AI correctly building and using ships?

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Jan 04, 2008 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

The best naval yard method in TS is here
but it doesn't allow proper AI usage.

My suggestion would be to stop playing skirmish, and go online #Tongue

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Jan 04, 2008 3:52 am    Post subject: Reply with quote  Mark this post and the followings unread

best thing would be to give the shipyard a weapon (invisible with 1 dmg and a range of 225).. AI would try to deploy it in water.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Fri Jan 04, 2008 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

So that would get the AI to deploy the shipyard if using that certain solution.

So there is absolutely no way AI could use ships effectively?

No engine modification possible for this?

Has any mod tried to do this?

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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Fri Jan 04, 2008 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

There are two possible solutions:
-Play Red Alert 2 instead.
-Construct a Tiberian Sun mod of Red Alert 2.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Fri Jan 04, 2008 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

And if you say BaseDefense=yes ? The AI would try to deploy it, but the thing is waterbounded then. So it would ignore the normal spacecontroll thing for the AI and deploy it in the water, or not? But if this would work, I don't know if the AI would be able to produce ships....

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Fri Jan 04, 2008 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

BTW, with my method the AI should be able to build shipyards properly. However it won't build the ships. Since they do not belong to the AI's side.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Jan 04, 2008 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

aye, in singleplayer games I've had the AI capture my GDI war factory, and build tick tanks out of it :S

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Fri Jan 04, 2008 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

wont this not work because when you do make a shipyard, the ships will be built from the war factory and the shipyard disregarded and will proly crash anyway

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Jan 04, 2008 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

well if a new class could be coded into the game, then it could probably work. Make a copy of VehicleClass, and make it for ships..
I sugeste this for Hyper's patch, he said he'd look into it

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jan 04, 2008 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

or you get rid of one sides warfactory and completely change it into a shipyard.

like one side having land units and the other naval units.
both still can have hover units.

this could give some nice online strategies.

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