Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Wed Dec 18, 2013 12:32 am Post subject:
Diffcultly Settings
I think I recall something about having 5 setting of difficultly level for YR, is it possible? 3 levels of difficultly for original YR is rather boring and limited, I would want to expand it to 5 levels of difficultly as it will give a nice difficulty steep for any players who have the desire to increase the level of AI to make game interesting and challenging.
Right now the original YR has this.
Easy, Medium, Brutal (Hard)
For the 5 levels of difficultly if it is possible to do like this
Easy, Medium, Hard, Very Hard (new) , Brutal (new) _________________ Mod Leader and founder of World Domination
To answer from my best guess... Not unless you have the programing/debugging skills of the Ares team. I dont recall ever seeing 5 options maybe youre thinking of a newer EA CNC game?
It would be nice though to have 5. YR and RA2 always had 3, Tiberian sun has three too it's just they used numbers and you either selects 0, 1 or 2..
The one thing I know you can do that would be better than nothing is agjust the Easy Enemy to match brutal, and than have medium and brutal be harder , but I just use the rulesmd to edit specific things that make it harder
Aimd.ini is very hard to navigate and change, it's in a way easy to understand, but it's so time consuming I found and just using notepad i find it hard and ... But if your careful and get to know the functions used in that than you can do a lot with it, If only Tibed was made to navigate it easier, but tibeds only good for Rulesmd and Artmd and the strings,
People here will lecter you for using Tibed, but if you're looking for a simpler way to mod on a small scale, Tibeds worth it for editing RulesMD and ARTMD. I dont like admitting i still use tibed sometimes but It's just seems i can do things faster.. But it has flaws and leaves :: code everywhere and when loading a saved setting it likes to forget peices of your work..
I can recommend a Ai.ini that i found online that you can download and it makes the AI better and different, what is it you want to do? QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Wed Dec 18, 2013 1:51 am Post subject:
Kamuix wrote:
People here will lecter you for using Tibed, but if you're looking for a simpler way to mod on a small scale, Tibeds worth it for editing RulesMD and ARTMD. I dont like admitting i still use tibed sometimes but It's just seems i can do things faster.. But it has flaws and leaves :: code everywhere and when loading a saved setting it likes to forget peices of your work..
Just no, TibEd is a very bad tool to use. (Maybe not so bad for new modders who wants to learn how to ini code, but it isn't best way to do. For more information about TibEd topic click here.) I use Notepad++ and it is very useful and effectively.
Kamuix wrote:
I can recommend a Ai.ini that i found online that you can download and it makes the AI better and different, what is it you want to do?
Not exactly what I was looking for... I was looking for is that possible to add two new difficultly level to the existing level. What I'm talking is entirely based on Rulesmd.ini and nothing else (That is to because rulesmd.ini has Difficultly settting in it) _________________ Mod Leader and founder of World Domination
That's kind of what I meant Tibed is good for new modders who want a simple method or who are just messing around.
Now that I think.. It is a slide down menu so maybe it is possible.. BTW I didn't realize you were likely a more experienced modder than me when I replied for some reason I assumed you were a newely registered user or something. =)
Apparently you can't add new teams to the slide down menu with all the countries i was told, maybe the Ares people might know. But sorry if i made the impression that I had helpful advice QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Dec 18, 2013 4:29 am Post subject:
You speak of the assumed effect of [General]->FineDiffControl, but that's a residual RA1 tag with no effect AFAIK. _________________ "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... QUICK_EDIT
AITriggers are hardcoded for 3 difficulty settings in ai.ini for both TS/RA2.
5 difficulty in TS is a remnant of older games and even if it is made to work, it will be just a
computational value from rules.ini values and AI will still be using hard for say semi-hard from
AI.ini.
In skirmish TS, human player always gets a normal difficulty from [Normal] section and all AI have
same level of difficulty. In RA2, individual enemy can be at varying difficulty settings and
correct me if I am wrong, [Easy]/[Normal]/[Hard] sections may not be even used in skirmish. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Dec 18, 2013 10:13 am Post subject:
E1 Elite wrote:
In RA2, individual enemy can be at varying difficulty settings and
correct me if I am wrong, [Easy]/[Normal]/[Hard] sections may not be even used in skirmish.
They are certainly applied in Skirmish to the player, based upon the value of the slider in the main menu's Options. I don't know if they're also applied to the AI. _________________ "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... QUICK_EDIT
Just checked. The difficulty setting from main menu options does not affect the player in skirmish.
Kept the main menu options difficulty to easy (ra2md.ini - Difficulty=0) and changed Cost= for all
[Easy], [Normal], [Hard] and the Allied Power Plant (GAPOWR) cost remained at 800 in skirmish. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Dec 18, 2013 2:43 pm Post subject:
Quote:
Session Start (GraionRizon:#menthosogma): Fri Jan 25 16:05:43 2013 0100
[18:27:37] <&Speeder> Graion.
[18:27:40] <&Speeder> I think you messed up something.
[18:27:42] <&Speeder> Big.
[18:27:55] <@GraionDilach> why?
[18:28:00] <@mevitar> what's going on?
[18:28:20] <&Speeder> I was wondering why Stalker's immobilizer doesn't work full time between ROFs and thought it was just an oversight
[18:28:24] <&Speeder> but now I look at Chimera Core
[18:28:31] <&Speeder> the units get revealed periodically
[18:28:36] <&Speeder> as if the duration was shorter than it was before
[18:28:40] <&Speeder> and I didn't change a thing
[18:28:50] <@mevitar> what's the duration and ROF?
[18:29:15] <&Speeder> ROF is 200
[18:29:17] <&Speeder> Duration is 220
[18:29:21] <&Speeder> it WORKED
[18:29:24] <&Speeder> it doesn't anymore
[18:29:53] <@mevitar> well, i'll have a test too
[18:31:09] <@GraionDilach> Speed
[18:31:36] <@GraionDilach> could you try it with having the difficulty slider in Options on Normal?
[18:31:45] <&Speeder> OOOOOOOOO_OOOOOOOOO
[18:32:08] <@mevitar> what kind of alien face is that?
[18:32:13] <@GraionDilach> I dunno
[18:32:15] <@mevitar> so many eyes
[18:32:17] <@GraionDilach> point is
[18:32:54] <@GraionDilach> that if Difficulty settings kick in and ROF is 1.1 or above, then ROF turns out to be 222
[18:33:10] <&Speeder> lol...
[18:33:15] <&Speeder> it's true
[18:33:27] <&Speeder> that issue is only on hard
[18:33:49] <@mevitar> uh... i don't get it... was it an issue before?
[18:33:53] <@mevitar> or is it with this build?
[18:34:01] <&Speeder> while logical, it's the most retarded issue ever
[18:34:04] <&Speeder> I only noticed this now
[18:34:40] <&Speeder> all right, all multipliers are now 1.0
[18:38:21] <@mevitar> you mean multipliers for the AI?
[18:38:37] <@mevitar> because that would explain why i never encountered it...
[18:38:49] <@GraionDilach> the difficulty multipliers are also used for human players
[18:38:56] <@mevitar> i know
[18:38:58] <@mevitar> but still
[18:39:07] <@mevitar> i have set everything to 1.0 in DD
[18:39:08] <@GraionDilach> that was it
[18:39:14] <@GraionDilach> he didn't
[18:39:28] <@GraionDilach> I guess it still had 0.9 on Easy and 1.1 on hard
[18:39:55] <@GraionDilach> and there you go 222 ROF 220 duration, 2 frames of escape
[18:39:56] <&Speeder> well, one bug less
_________________ "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... QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Wed Dec 18, 2013 3:10 pm Post subject:
I know that the bonuses there apply (maybe not the cost bonus), like the ROF. If you play vs a hard AI,
and you send a tank of the same type against eachother, the AI one will win since it has ROF bonus. Opposite if it is an easy AI. QUICK_EDIT
Well duh, ofcourse it doesn't...
You select an AI with a difficulty in skirmish, difficulty setting in main menu is purely for campaign. _________________
Why is Cost= an exception, creating doubt whether the context of the conversation is on skirmish or
on missions. Or is it ROF being the only exception?
Edit: I meant the context of the conversation with Speeder and mevitar. Last edited by E1 Elite on Wed Dec 18, 2013 4:45 pm; edited 1 time in total QUICK_EDIT
Difficulty Settings
Cost put on a difficulty setting only applies to the game's AI. Again, it is a direct multiplier (object's cost) x (multiplier's cost).
ModEnc wrote:
In Difficulty
Specifies the "Rate of Fire" multiplier applied to all weapons in that difficulty.
ModEnc also says for all fields in difficulty settings:
Quote:
From tests with modifications including Robot Storm, Future Crisis and Mental Omega, the above settings will affect skirmish difficulty selection e.g. easy, normal, brutal.
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Wed Dec 18, 2013 6:20 pm Post subject:
AFAIK, in RA2/YR, the player is always on Normal Level while AI itself can be affect by the difficultly level selected for them (Easy, Normal, Hard). It is such a bummer that it is limited to 3 level of difficultly. It would be very nice if Ares can create such a thing like this.
And @Speeder/GD's chat.
The multipler that is used to adjust the diffcultly level. Lower value for RoF, Cost, Build Speed will cause AI to build it faster and other while if you want AI to have their units to be harder to kill, simply increase armor, firepower, speed (Ground, Sea, Air, etc). _________________ Mod Leader and founder of World Domination
ModEnc also says for all fields in difficulty settings:
Quote:
From tests with modifications including Robot Storm, Future Crisis and Mental Omega, the above settings will affect skirmish difficulty selection e.g. easy, normal, brutal.
For clarification, after testing various combinations (not all though):
In RA2/YR, the difficulty settings [Easy], [Normal], [Hard] does not affect the human player
or AI in skirmish, irrespective of the AI difficulty or the main menu difficulty option.
Only the exception is, ROF from only [Normal] difficulty is taken for computation for all difficulty cases,
both for human and AI players in skirmish.
(Tested for about one and half hour, mainly for Cost, BuildTime, ROF, GroundSpeed with different
combination of [Easy]/[Normal]/[Hard] values, main menu options, multiple AIs with different
difficulties and different countries. Computer only fields like DestroyWalls are not tested.
Rest of my conclusion is generalization. )
Edit: My mistake- wrong conclusion - see the following posts. Last edited by E1 Elite on Sat Dec 21, 2013 7:32 pm; edited 1 time in total QUICK_EDIT
In RA2/YR, the difficulty settings [Easy], [Normal], [Hard] does not affect the human player
or AI in skirmish, irrespective of the AI difficulty or the main menu difficulty option.
I might be misunderstanding you, but your saying that selecting an AI's difficulty in skirmish doesn't effect the AI? Or do you mean the AI difficulty setting in the main menu used for campaign?
And yes the difficulty settings have no bearing on the player, with the exception in campaign with starting money, but not through the Easy,Medium,Brutal Settings..
I've seen my AI get the boots correctly in skirmish games. Mind you that [Brutal] and [Easy] tags in rulesmd are reversed in game. So changing the [Easy] setting changes Brutal settings for AI. Then again to be entirely sure I'd want to run tests before making grandiose claims.
As for adding extra difficulty settings, you can do so via modes or maps. Even so far as to adding extra Scripted AITriggers attack waves in AIMD, which only are used by AI when they build a building provided by the mode. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
It was about the values in [Easy], [Normal],[Hard] sections in rulesmd.ini affecting skirmish game.
Testing for one and half hour late night with narrow value changes was not enough. I had made a
mistake going about it. Seems like [Easy] values goes to Brutal, and the other way around, as you
said. Human player getting from Normal except Cost. Thanks. QUICK_EDIT
Human player getting from Normal except Cost. Thanks.
I tried with these tags:
[Normal]
ROF=0.1 ;This has an effect on player for some odd reason.
Cost=0.1 ;No effect on player
Armor=1;12 ;No effect
Airspeed=4 ;No effect
BuildTime=0.1 ;No effect
Firepower=12;1 ;No effect
BuildDelay=.03;12 ;No effect
ContentScan=yes ;No effect
Groundspeed=3 ;No effect
RepairDelay=0.03 ;No effect
DestroyWalls=yes ;No effect
BuildSlowdown=no ;No effect
I tried to find a workaround by adding ROF=10 on the countries, but alas, AI countries were also then effected. So AI Normal must share their ROF with human players. Best bet is to keep ROF=1 on Normal settings. If you want the AI to be more menacing, just give them more firepower. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Tested further, leaving ROF, other values like Groundspeed, Airspeed, Armor, Firepower
doesn't affect the AI (easy to brutal) or the human player in skirmish.
Even Groundspeed=10.0 under country like [Russians] doesn't affect the skirmish.
Values like SpeedUnitsMult=10.0 are meant as replacements under country section, which
affects skirmish.
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