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AI Generals, AI.TLB
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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Sat Sep 25, 2004 1:44 pm    Post subject:  AI Generals, AI.TLB Reply with quote  Mark this post and the followings unread

I've just read about this AI Generals (unused in RA2, I don't remember with YR) in Deezire's Encyclopedia. It also talks about the AI.TLB file which can make it work. Since I don't have TS, anyone here can share me a copy of it?

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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Sat Sep 25, 2004 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, i would, but the upload thing seems to have disapeared, should i email it too you???

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Sep 26, 2004 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread


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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Mon Oct 11, 2004 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Thaks for the link. Has it worked in any mod?

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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Mon Oct 11, 2004 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

im considering trying it soon, but i think you still need to do taskforces and stuff though, i dont know, maby someone can confirm it?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Oct 12, 2004 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

deezire obviously implemented it lol.

It was coded for GDI (allies) Nod (soviets) but not for YR.

Also Dcoder mentions it messes with AI predictions.

It also heavily relys on pool teams and additional task forces. Pool teams are quite hard to implement, e.g. A.I. only builds defense teams and pool team and nothing else.

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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Wed Oct 13, 2004 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

so its pretty usless if your making a yuri revenge mod then aint it.

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Mon Oct 25, 2004 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, then just thanks anyway, but I can't really put away the thought that DeeZire used a secret something for his DeeVious AI, which works fine with YR.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Oct 26, 2004 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

The generals were also pretty crap for GDI/Allies vs. GDI/Allies or Nod/Soviets vs. Nod/Soviets too.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Oct 26, 2004 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah but Deezire told us how to overcome this by telling the A.I. to specifically target soviet players and vice versa but to honest its too much work.

Good a.i. should have some nice varied taskforces and reasonably large teams (which don't pathfind too badly) and a very low TeamDelays= statement I don't mod YR since the a.i. is useless at effectively countering yuri players and my soviet team always act dead >__<

I'll have a good bet that deezire a.i. just has far more advanced [AITriggers] which rely on random power/money values (instead of time or specific structures) and successful pool team implementation.

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Tue Oct 26, 2004 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:

Good a.i. should have some nice varied taskforces and reasonably large teams (which don't pathfind too badly) and a very low TeamDelays= statement I don't mod YR since the a.i. is useless at effectively countering yuri players and my soviet team always act dead >__<

I had same problem but lower MaxDefensiveTeams(Or something like it,I dont remember) solved it.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Oct 28, 2004 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread

oh thanks for that ^^

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Fri Nov 05, 2004 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can this be fixed so we AI can have better defense?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Nov 12, 2004 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes more defense structures, there is a tag for it saying allied, soviet, yuri basedefense counts or whatever.

The most effective way for ai base defence building is to half the cost and power drain of base defenses and make the ai rich.

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Wed Feb 02, 2005 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

It was absolutelly simple!
Soviets have just 1 base defense teamptype with Max=1.
Soviet AI got stuck becouse it couldnt build its minimum of defensive teamtypes. Just set max= of that type to high number,10 works well,or make more soviet teams with Basedefense=yes. You can get this bug with Allies and Yuri also,so if using high numbers of defensive teams,give them more teams.

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