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IQ controls
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LiL-ObaMa
Vehicle Driver


Joined: 29 Dec 2009

PostPosted: Tue Dec 29, 2009 6:54 pm    Post subject:  IQ controls
Subject description: YR rulesmd.ini
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Can you tell me/make a list of the different things that are possible by changing the IQ settings and stuff?
What changes will affect the human player?
And is there such thing as auto-build for the human player where his base is automatically created like the AI's are?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Dec 29, 2009 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Take a look at the "IQ setting for computer activity" section in your Rulesmd. It's pretty self explanatory as to what does what. And I'm not certain, but I believe a Human controlled auto base build dosent work. Though it might thru triggers and such. But why would you want the computer to build your base anyway?

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LiL-ObaMa
Vehicle Driver


Joined: 29 Dec 2009

PostPosted: Tue Dec 29, 2009 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

So when my friend play he can pretty much watch everyone and learn.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Dec 29, 2009 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't leave it up to the computer. Better to watch a human player, not another person who's new to the game obviously, but someone who's been playing YR for a while and knows the game well. Just have him come in a LAN game (assuming that's what your doing) as an observer. Then, you play a skirmish game.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Dec 29, 2009 9:09 pm    Post subject: running with scissors Reply with quote  Mark this post and the followings unread

this was something i found some time ago dealing with the generals that are commented out in the rules. and this is a link to the modenc about the IQ

http://modenc.renegadeprojects.com/IQ

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Dec 29, 2009 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, reading that refreshs my memory of how IQ works. If you want to let the AI control your base just set everthing except the Max IQ levels to 0. Of course this will effect everyone in the game, including you in a LAN game. (though again, thats if you want to play with him)

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wardeathfun
Commander


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

PostPosted: Tue Dec 29, 2009 11:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

not all IQ options work mind you.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Dec 29, 2009 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

RepairSell=0 is commonly used to auto repair your base in some mods, but the rest of the stuff isn't so useful.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Dec 30, 2009 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, well he's talking about getting an AI to control a Human Player's base. But yeah, I would only assume that RepairSell=0 is the only useful IQ change.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Dec 30, 2009 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought he was talking about having his base auto build when game starts, not having the ai controll it.

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LiL-ObaMa
Vehicle Driver


Joined: 29 Dec 2009

PostPosted: Wed Dec 30, 2009 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Yea Cranium, I wanted it to auto-build at the start of the game. And just for a added effect, how do you let the AI control it, too?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Dec 30, 2009 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Why go thru all the hassle and lots of work when you can, "as mentioned above" just play a lan or online game and have him join as an Observer? It's the same thing without the headaches.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Dec 30, 2009 1:47 am    Post subject: Re: running with scissors Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
this was something i found some time ago dealing with the generals that are commented out in the rules. and this is a link to the modenc about the IQ

http://modenc.renegadeprojects.com/IQ


DCoder says AIGenerals do diddly squat.

I know, I asked.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Wed Dec 30, 2009 2:35 am    Post subject: Re: running with scissors Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
DCoder says AIGenerals do diddly squat.


Westwood leftovers... mmmm good.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Wed Dec 30, 2009 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

AIGenerals only have any semblence of functioning in TS AFAIK.

In RA2 while parsed and valid, it's inherently broken since it's not meant for that version.

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Crap Guy
Soldier


Joined: 07 Dec 2009
Location: ???

PostPosted: Wed Dec 30, 2009 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

DeeZire made the AI Generals work. That's what I heard.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Dec 30, 2009 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not really. He just redid the AI.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Dec 31, 2009 1:40 am    Post subject: Deezire's AI Reply with quote  Mark this post and the followings unread

If he got the Generals to work, it would be nice to see what he did to get them to work. Or he didn't get them to work, just made a better AI.

_________________
I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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wardeathfun
Commander


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

PostPosted: Thu Dec 31, 2009 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

he got the ai generals to work by getting the file off of tiberian sun or something.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Dec 31, 2009 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

*sigh*... do some research.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 31, 2009 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some ppl say that if you copy the AI.tlb file from TS then the AIGenerals will work, there has been no proof that it does tho.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Dec 31, 2009 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess it has no function at all. However, another cut feature, the threat evaluation node, still partially exists in TS. With it, you can make the AI slightly more humane. For example, you can make AI transports circle around your defences, trying to sneak into your base.

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