Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 11:55 pm
All times are UTC + 0
RA3 Style Build Limits in RA2?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [4 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Feb 07, 2013 5:38 am    Post subject:  RA3 Style Build Limits in RA2?
Subject description: Is it possible?
Reply with quote  Mark this post and the followings unread

So for those not in the know, in Red Alert 3 only the Construction Yards & specific Expansion Outpost Buildings were able to extend the Building Area or upgrading your Construction Yards.

I'm asking is if I were to implement something similar to this in RA2,A watered-down version namely as you can build small 1x1 Structures which expanded the Build Zones similarly. I know a human player can easily navigate through this but I'm mainly concerned is if the AI can utilize this properly

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Feb 07, 2013 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Probably it will be ignored by the AI. The AI has some issues with Adjacent handling (like placing buildings near the last built most cases) but I guess it wouldn't stop the AI from teching up.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 07, 2013 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

In TS the AI completely ignores the Adjacent key on every building and takes instead the global AIBaseSpacing key as the building distance.
I'm not sure, but I doubt they changed a lot in RA2 here.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Feb 07, 2013 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

The AI seems to obey that more than anything except for the override for Shipyards. I've set that to three as a test and the AI had a hugely spaced base area. Adjacent is for players only; the AI ignores it in favor of AIBaseSpacing.

_________________
KGR | AT
AZUR
Discord: theastronomer1836
Steam

Back to top
View user's profile Send private message Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [4 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1891s ][ Queries: 11 (0.0088s) ][ Debug on ]