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Hardest AI of all time
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Goldy
Cyborg Engineer


Joined: 03 Jul 2003

PostPosted: Thu Dec 04, 2003 12:02 am    Post subject:  Hardest AI of all time Reply with quote  Mark this post and the followings unread

How do I make AI Much harder than b4 and make them build new VXL.

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darkness
Cyborg Soldier


Joined: 29 Jun 2003

PostPosted: Thu Dec 04, 2003 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Learn to mod/add to the ai(md).ini (for both questions)

PS: by VXL I assume you mean new vehicle...

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Goldy
Cyborg Engineer


Joined: 03 Jul 2003

PostPosted: Thu Dec 04, 2003 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes. Does AIBuildThis=yes works in TS & RA2

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Thu Dec 04, 2003 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

only on biuldings

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That acting was so bad I think you gave me Cancer...

ENGLAND 2006!!! HAWAY THE LADS!!!

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Goldy
Cyborg Engineer


Joined: 03 Jul 2003

PostPosted: Thu Dec 04, 2003 12:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Darn! Sad Is there a program for this?

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Thu Dec 04, 2003 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

thats what i thought but the AI auto biulds stuff if you look in AI.ini in the mix file (use XCC) then edit it theres a bit bout 1/2 way down that tells the comp what units to biuld in rules speak(eg;5E1,2FV) and you just edit this and put a new text string at the top:
Finished result would be;
XX=YOURTEAM

XX=5E1
2FV
where thers a 'XX' your number goes just like vehicle lists. theres bound to be a decent tutorial somewhere

_________________
That acting was so bad I think you gave me Cancer...

ENGLAND 2006!!! HAWAY THE LADS!!!

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Goldy
Cyborg Engineer


Joined: 03 Jul 2003

PostPosted: Thu Dec 04, 2003 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

K then. Gonna try it now.

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Thu Dec 04, 2003 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

and dont come back till youve fixed it!!!!!!
Laughing

_________________
That acting was so bad I think you gave me Cancer...

ENGLAND 2006!!! HAWAY THE LADS!!!

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Goldy
Cyborg Engineer


Joined: 03 Jul 2003

PostPosted: Thu Dec 04, 2003 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

lol ok. Later



Ok. I'm back and here with the details. I got it working and they came in with force. Very Happy Lost my Con.Yard and still beat them somehow. Didn't build new units though, that still sucks. Must did somethin wrong or didn't do.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Dec 04, 2003 11:55 am    Post subject: Reply with quote  Mark this post and the followings unread

They need to know that they should use the new taskforce you just made Wink So go find some teamtypes, like H_GDI Conyard Attack #1, then replace the entry after Taskforce= with the name of your newly created taskforce..

btw check out the ai editing tutorials, they should be here at PPM, try Tutorial forum or check for links on the main page.

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awrethien
Cyborg Firebomber


Joined: 01 Jan 2003
Location: You dont want to know.... Trust me.

PostPosted: Thu Dec 04, 2003 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or make a new taskforce so there is more veriaty

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No power is ever inherently good or evil.  It is how that power is used that determines if it is good or evil.

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