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making the computer more difficult and more intelligent
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BDELLIUM
Civilian


Joined: 20 Mar 2009

PostPosted: Fri Mar 20, 2009 6:41 pm    Post subject:  making the computer more difficult and more intelligent
Subject description: i want to know some p[atches which make the computer alot more intelligent
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hi, as i said, i need to find some patches which make the computer attack more intelligently and use more of its money to build military units and buildings instead of only spending a small amount? can anyone help me with this please?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri Mar 20, 2009 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Computer doesn't need money. It has an unlimited ammount. It sees all your units (but acts like it can't, on invisible ones). Simply raising the number of things it builds and changing the task-forces should do the trick.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Mar 20, 2009 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Computer doesn't need money


Wait, what?! The computer indeed needs money. It collects the ore just like the player does to get money. However, it gets a number of bonuses for each load of ore. You can, fortunatelly, change these bonuses to zero value.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Mar 20, 2009 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wrong, Gufu

The AI functions on a limited amount of money, which can be tuned down to be equal to a human player, or made to such a level that it practically never runs out.

To make the AI richer, and consequentially attack more often-
Code:
MultiplayerAICM=XX,XX,XX       ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200


The money that the AI makes off of ore dumps, oil derricks, selling structures and sending stuff to grinders is multiplied by this number, in the order Hard, Medium, Easy
Code:

AIVirtualPurifiers=XX,XX,XX       ;Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2)


I believe this would be an additional boost to the AI's ore dumps. Be aware that making these numbers too high and then spying on the AI refinery could guarantee you having the money to fight an entire battle.

As for making the AI smarter, that is hard bordering impossible.

Code:
TeamDelays=XX,XX,XX                  ; interval between checking for and creating teams, by difficulty level (easy, medium, hard)
AIHateDelays=XX,XX,XX                  ; delay in frames before the computer chooses an enemy, by difficulty level

Lowering the numbers on these two tags will make the AI attack much more frequently and constantly, especially if you increase its money supply.

Code:
; default threat evaluation controls
MyEffectivenessCoefficientDefault=2.00
TargetEffectivenessCoefficientDefault=-2.00
TargetSpecialThreatCoefficientDefault=2.00
TargetStrengthCoefficientDefault=-2.00
TargetDistanceCoefficientDefault=-0.1

; defaults for dumb threat evaluation
DumbMyEffectivenessCoefficient=2.00
DumbTargetEffectivenessCoefficient=-2.00
DumbTargetSpecialThreatCoefficient=2.00
DumbTargetStrengthCoefficient=-2.00
DumbTargetDistanceCoefficient=-0.1

EnemyHouseThreatBonus=4.00

Finding this section within your rules(md).ini and changing it to the values I have included in this quote may make the AI be a little more clever with its attacks.

I haven't noticed this much in RA2/YR, but in Tiberian Sun, adding this to the AI makes it much sneakier in how it attacks.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Mar 20, 2009 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Mar 21, 2009 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
MultiplayerAICM


I believe the values here are not coefficients, but instead percentages that get converted into coefficients (400 -> 4.0). I mean, think about if the AI would get 400 times the amount of cash it gets from one load of ore: 750 * 400 = 300 000. Doesn't sound very believable, does it?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Mar 21, 2009 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, there is always something new you are to learn, every day. Thanks for the information, then.

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