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TS Mod Recommendation
Moderators: Global Moderators, Tiberian Sun Moderators
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Gravedust
Civilian


Joined: 11 Jan 2011

PostPosted: Wed Jan 12, 2011 4:43 pm    Post subject:  TS Mod Recommendation Reply with quote  Mark this post and the followings unread

Well gentlemen, I've been off of Tiberian Sun for many years now and I would love to get back into it, as well as Firestorm. Unfortunately my biggest problem with the games was the horrible skirmish AI that always knew where your base was as soon as the game started and even at 0 AI skill they were always a little more than a bit of a PitA. For example, players have to scout the map to find your base. The AI? Not so much. You'll never see a scout from the AI. Whatever they DO send to your base will be an attack team.

So my question is this: Are there any mods or add-ons for TS and/or FS that make the AI a little less... stupid? Of course, I'm not looking for mods that only change AI; if it's a good mod, it's a good mod, so if you know of something that fixes the AI plus makes the game as a whole more enjoyable, then by all means, feel free to drop that off too. I appreciate the help.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Jan 12, 2011 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Twisted Insurrection.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Wed Jan 12, 2011 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

daTS wrote:
Twisted Insurrection.

Even though the AI isn't complete yet, I have to agree #Tongue (especially since the Ai is actually hard, and does send more then just 3 units)

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Jan 12, 2011 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unfortunately it's impossible to make the AI not see the whole map. As has been said, TI contains many other significant behavioural improvements however.

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Gravedust
Civilian


Joined: 11 Jan 2011

PostPosted: Wed Jan 12, 2011 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did a quick skirmish on TI on skill 0 last night and was having the same problem. They never once sent a scout unit, they'd wait a minute or two into the game and then rush me with 6-8 units while I was still busy building my stuff up. I didn't really care about the number of units they were sending (either in TI or vanilla), it was the fact that I literally only had a matter of a few minutes to get things set up before I started getting attacked, even on large maps where it would be more logical for them to need more time to search for my base.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Jan 12, 2011 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've attached the Tiberian Sun Unofficial Mini Patch with modified AI entries, it should prove to be a bit more of a challenge. It's no where near a real mod or something drastic, but it may challenge you some more than regular TS does.

EDIT: After seeing your reply, I see you have issues with the AI attacking too early. If you open up the rules.ini file in my attachments, you can use the search function to find the AIHateDelays tag. These control how soon the enemy picks a target, based on difficulties in the Hard,Medium,Easy order. The larger the number, the longer the wait. I'd try tweaking those around to get your desired result. For reference, 900 frames is considered a minute at game speed 3 (In Red Alert 2 at least, may or may not be the same in TS).

I did not make this, the original TS UMP changelog is intact and credits everyone responsible for this useful tool.



ts ump modified.rar
 Description:
Remember I just edited the AI values to increase it's power.

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 Filename:  ts ump modified.rar
 Filesize:  635.79 KB
 Downloaded:  43 Time(s)


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Gravedust
Civilian


Joined: 11 Jan 2011

PostPosted: Wed Jan 12, 2011 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, I've got TI installed, though I see nothing either in the default directory or in the TI one that has a rules.ini in it. How would I change AIHateDelays in TI without having a rules.ini?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Jan 12, 2011 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

You aren't allowed to, or the rules.ini would be in the mod directory.

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Gravedust
Civilian


Joined: 11 Jan 2011

PostPosted: Wed Jan 12, 2011 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then I guess I'll just have to find another mod, because I don't care much for "not being allowed" to do what I want to my own game.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jan 12, 2011 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the problem with the TS AI is that it works based on the other player's actions. Because of this, if it couldn't see the rest of the map then it wouldn't function. It simply has to be set up like that, which is shitty, but it's still pretty unchangeable.

I would suggest therefore that what you want is not the AI but a human player, so you should either get Hamachi or potter over to the CnC Comm Centre and have a look into CnCNet. CnCNet should allow you to "play online using the network function of the game", and that should give you more options opponent-wise.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Jan 12, 2011 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
It simply has to be set up like that, which is shitty, but it's still pretty unchangeable.

Not really, if you want, you can make the AI build teams based on its own "actions". However that'd result in the AI not adapting to the player's tactics, and so it'd be worse.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Fri Jan 14, 2011 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Gravedust wrote:
How would I change AIHateDelays in TI without having a rules.ini?
The same way people have been doing it ever since Redalert 1: just look for rules.ini in the game files (I think it's in one of the expand*.mix files)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jan 14, 2011 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep, you can of course change your TI rules.ini (just extract it from the mix), though you aren't allowed to publish it and say it's your mod and you also can't play online anymore as it would give a sync error to the other TI players.

If you want to create a mod based on TI and want to publish it, you can post it in the TI Forum. Just don't sell the whole mod as your own work and everything should be fine.

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Gravedust
Civilian


Joined: 11 Jan 2011

PostPosted: Sun Jan 16, 2011 4:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not interested in making mods. I've done some work on other games and don't really feel like making an actual mod, I just want to change a few things to better suit my tastes. Last time I played TS seriously, however, was many years ago before I even knew what mods were, thus I have no experience with how TS works.

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