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Dawn of the Tiberium Age
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Mazzz27
Civilian


Joined: 23 Oct 2013

PostPosted: Wed Oct 23, 2013 9:07 pm    Post subject:  Dawn of the Tiberium Age
Subject description: Heavy Tanks for NOD AI
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Hey everyone, I'm trying to get the NOD AI to be able to build Heavy Tanks and HiJackers. I got them to be buildable for me in Skirmish mode but now I feel its quite lopsided if I can build them but the AI can't. Now I know I will have to go into the AI.ini but I'm not familiar with writing the necessary code. Someone please help!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 23, 2013 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just search for teams which have the LTNK.
Then simply add to these teams your heavy tank and the AI will build them too.
Note: DTA is using an AILTNK which is basically a cheaper duplicate of the player buildable LTNK. So you might want to create such a duplicate for your heavy tank too.

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Mazzz27
Civilian


Joined: 23 Oct 2013

PostPosted: Wed Oct 23, 2013 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Just search for teams which have the LTNK.
Then simply add to these teams your heavy tank and the AI will build them too.
Note: DTA is using an AILTNK which is basically a cheaper duplicate of the player buildable LTNK. So you might want to create such a duplicate for your heavy tank too.


ok so this is what I did,

I changed this

[073A8CFM-G]
Name=4 Light Tanks
0=4,AILTNK
1=3,AIMLRS
Group=-1

to

[073A8CFM-G]
Name=4 Light Tanks, 2 Heavy Tanks
0=4,AILTNK
1=3,AIMLRS
2=2,AIMTNK2
Group=-1

If I wanted to make a new team (i assume the "073A8CFM-G" is the team ID or name right?) and how would I know what to name the team if i create a new one?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Oct 24, 2013 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

073A8CFM-G is the ID of the taskforce, yes. If you want to create a new taskforce, you'll also have to create a new team which uses this taskforce and a script for the team to use (although reusing one of the existing scripts will likely be sufficient).
I'm not sure if the ID of taskforce or team really matters since I always only replaced existing existing ones, but as always you'll have to make sure that the ID is unique.
Since you have no experience with AI coding I suggest you stick to editing existing taskforces however.

Also, the most significant difference of AI duplicates of units is actually not their cost, but their increased GuardRange, so remember to include this increased guard range with your AI duplicate of the heavy tank as well. This is what makes AI units automatically attack players whenever they get near an AI base.

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Mazzz27
Civilian


Joined: 23 Oct 2013

PostPosted: Thu Oct 24, 2013 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
073A8CFM-G is the ID of the taskforce, yes. If you want to create a new taskforce, you'll also have to create a new team which uses this taskforce and a script for the team to use (although reusing one of the existing scripts will likely be sufficient).
I'm not sure if the ID of taskforce or team really matters since I always only replaced existing existing ones, but as always you'll have to make sure that the ID is unique.
Since you have no experience with AI coding I suggest you stick to editing existing taskforces however.

Also, the most significant difference of AI duplicates of units is actually not their cost, but their increased GuardRange, so remember to include this increased guard range with your AI duplicate of the heavy tank as well. This is what makes AI units automatically attack players whenever they get near an AI base.


ok thanks bittah!

also would it be possible to give a unit 3 weapons?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 24, 2013 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

no, Primary and Secondary, that's it.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Oct 24, 2013 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also, if you only add units to taskforces, you need to raise TeamDelays in Rules.ini as well. The stock TeamDelays value has been carefully optimized for the stock taskforces, and if you make the taskforces more expensive (more expensive -> the taskforces take longer to build for the AI), you'll also need to increase TeamDelays or you'll mess up the AI as it'll try to build teams faster than it actually can (because the teams are more too expensive for the TeamDelays value).

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Fri Oct 25, 2013 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

don't know which the mod uses but you sure its ai.ini and not aifs.ini?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Oct 25, 2013 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

In DTA there's no AIFS.ini, but INI\AIE.ini (E = enhanced) instead.

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