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My modding questions topic
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Void
Medic


Joined: 23 Jun 2015

PostPosted: Fri Jul 24, 2015 8:21 pm    Post subject:  My modding questions topic
Subject description: I noticed that am sort of "spamming" questions so I made this
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Note : I am forced not to use ares due to some douche bags hating false positives.
Edit : on the other hand , I do use Ares for my private mod, so anything Ares related is also appreciated.

I play online on custom mod maps where minimal changes are applied, mostly to AI since my friends like pre built bases for AI's.

I'll mostly use section names instead of the original name since am too lazy.

I might ask new questions every now and then but for now i'll start with this one.

Ok so I found these by chance :

CanApproachTarget
VHPScan

I'd like to use them to make the way AI controls players units when they are Idle, so i set VHPScan to strong on HTK , FV , YTNK , NAFLAK

if anyone tried using it, what other TechnoTypes could be improved with this ?

now I am a bit confused about CanApproachTarget , I haven't tried it yet but I'd like to know if anyone else used this on vanilla units (other than MGTK )

Also , other than PlayerScatter , PlayerAutoCrush , and PlayerReturnFire , what tags could improve AI ?

Note : does anyone else think PlayerReturnFire makes units dumb?

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Void
Medic


Joined: 23 Jun 2015

PostPosted: Fri Jul 24, 2015 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Question #2 :

using negative values for verses as in :
http://modenc.renegadeprojects.com/Verses

restores HP for units.
does this mean that , in vanilla YR , a weapon with cellspread would heal the specified armor types while damaging others?

or is that actually bugged?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jul 25, 2015 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

CanApproachTarget means that the unit will change it's position for guard - setting CanApproachTarget=no on AA vehicles for example prevent them running after airplanes.

Mirage Tank has it otherwise Mirage Tanks would also go to hunt enemies, rendering the disguise useless.

Dunno VHPScan.

#2: No, that works - although without Ares, you cannot really make a cellspread weapon which would only heal allies (you might try airburst, but that might be laggy).

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Void
Medic


Joined: 23 Jun 2015

PostPosted: Sat Jul 25, 2015 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great info , am gonna set it on AA Vehicles's then

I just noticed : SHK infantry can power up tesla coils when in OpenTopped vehicles , while they can't in bunkers.
Edit : not a problem since this prevents having such a devastating base defence... when in an open topped vehicle , depening on the ROF value of the pritmary/secondary , units that overpower structures will both overpower AND defend against incoming enemy units... this may cause some extra balancing issues for me.

Question #3 :
Is there a way to have NABNKR use a weapon of its own ?

I added a few AI triggers to make sure the AI fills them all but the triggers take too long to happen unless I force them to have the highest priority , however this renders all the early rush tactics I've made useless...

Question #4 : this is a rather complex question, but I would appreciate anyone's ideas
what changes to the yuri side are considered crucial for balance ?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jul 26, 2015 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

#3: A building cant be garrisonable & also have a weapon, it's one or the other.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Jul 26, 2015 8:36 am    Post subject: Re: My modding questions topic Reply with quote  Mark this post and the followings unread

Void wrote:

Also , other than PlayerScatter , PlayerAutoCrush , and PlayerReturnFire , what tags could improve AI ?

Note : does anyone else think PlayerReturnFire makes units dumb?


I think you should realise that those read player intentionally.
Meaning they do not apply to computer AI... But your own units behaviour how much they act alone instead of stand on place.

You cant just toggle tags to make AI better, for real meat is aimd.ini.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Sun Jul 26, 2015 8:44 pm    Post subject: Re: My modding questions topic Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Void wrote:

Also , other than PlayerScatter , PlayerAutoCrush , and PlayerReturnFire , what tags could improve AI ?

Note : does anyone else think PlayerReturnFire makes units dumb?


I think you should realise that those read player intentionally.
Meaning they do not apply to computer AI... But your own units behaviour how much they act alone instead of stand on place.

You cant just toggle tags to make AI better, for real meat is aimd.ini.


Thats what he means, he wants to make his units do more themselves instead of sitting idle.

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