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 Forum index » Modding Central » Red Alert 2 Editing Forum
How to make a pool team?
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MadHQ
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Joined: 07 Nov 2003

PostPosted: Mon Mar 29, 2021 2:10 am    Post subject:  How to make a pool team? Reply with quote  Mark this post and the followings unread

Could some one please explain what a pool team is and how its done via INI and a mission maps.
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E1 Elite
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Joined: 28 May 2013

PostPosted: Mon Mar 29, 2021 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

A pool team is just a reserved team whose units could be recruited into a needed team quickly. If a unit in produced and kept in reserve, it saves time to produce it from a factory when it is needed immediately. Basically create a team with needed units and put the team into guard mode. And then when needed create a team with higher Priority with other recruitment flags set correctly to form a team from those units.

Check recruitment related stuff - https://ppmforums.com/topic-44884/unit-recruitment-in-maps-and-ai/

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McPwny
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Joined: 29 Jan 2018

PostPosted: Mon Mar 29, 2021 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

to make a pool team just give the team a low priority, make it recrutable, and give it a script that keeps it around the base. bonus points if you use
a base defense team for it and/or give the team reinforce=yes which will make the ai constantly fill the team back up. even more bonus points
if you go to [General] and turn SuspendPriority= to 2 and make your pool teams priority=1
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MadHQ
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Joined: 07 Nov 2003

PostPosted: Mon Mar 29, 2021 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

What if the AI doesn't build the pool team?
1 of the AI's build 1 Miner and that is it.
The other AI builds a MCV and a minor and that is it.
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McPwny
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Joined: 29 Jan 2018

PostPosted: Mon Mar 29, 2021 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

it sounds like your AI has no base defense teams. it always always always builds base defense teams first, so an absence of them kills the AI.  
make a few and make sure that they have base defense ticked on the trigger and the AI trigger. they dont have to be pool teams... but its best  
if they stay at base, and if they are staying at base anyways you may as well make them a pool team.  

by the way the max= value on any given team is shared between houses in campaign but split between houses in skirmish. so make there there
are ample teams available for your multiple AIs
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G-E
General


Joined: 09 Feb 2015

PostPosted: Mon Mar 29, 2021 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have not found a really good reason to make "pool" teams, as McP says just make defense teams. Any team with a script that doesn't loop or change mission (11,*) will be free to recruit after completion, so a simple guard command (5,*) will suffice as a recruiting delay.
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McPwny
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PostPosted: Mon Mar 29, 2021 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

it will recruit either way. i usually give the base def teams a looping script to go back and forth between building types and guard
area and also give them reinforce, recrutable, and priority lower than SuspendPriority=. it works sweet with them constantly sending  
pool units into other teams, refilling their own team, and automatically hounding anything that threatens the base. try it out once.
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MadHQ
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Joined: 07 Nov 2003

PostPosted: Tue Mar 30, 2021 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow... After all these years I have been tinkering with this game, I have just learned that you need Base defense teams to make the AI work... As soon as I added base defense teams the AI jumped to life.

In every mod/map I have worked on I have had issues with dead AI's...

Thanks for the help everyone. I guess its never to late to learn some thing new.  Laughing
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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Mar 30, 2021 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

That would seem like that with unmodified rules values. You also have options like setting UseMinDefenseRule=no. Though not advised setting AIHateDelays to 10 or less will make MP AI go for attack teams at the start instead of making base defense teams first. Full AI in SP maps also needs AITrigger enabling, production and make enemy trigger actions.

If pool teams or units for recruitment are not available, then the needed units will be produced from factories (there are exceptions for this).

@G-E: Having a team instead of disbanded units gives option like replenishing the team or make the units perform some action like patrolling.

@McPwny: That AITrigger base defense flag is just a dummy, doesn't play part in base defense.

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Crimsonum
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Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Mar 30, 2021 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

AITriggerType->IsBaseDefense flag is unused, but the TeamType->IsBaseDefense flag is valid.
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McPwny
Cyborg Firebomber


Joined: 29 Jan 2018

PostPosted: Tue Mar 30, 2021 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

huh i guess ive also learned something new today
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Mar 30, 2021 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
@G-E: Having a team instead of disbanded units gives option like replenishing the team or make the units perform some action like patrolling.

This is true, but if you are firing the pool team as a trigger, or a trigger high enough to replenish itself, you're probably interfering with other useful activities, whereas defense teams are prioritized when low or under attack anyway.
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