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 Forum index » Modding Central » Red Alert 2 Editing Forum
AI keeps spamming new units
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adamstrange
AA Infantry


Joined: 07 Mar 2013

PostPosted: Tue Nov 02, 2021 1:38 pm    Post subject:  AI keeps spamming new units Reply with quote  Mark this post and the followings unread

I added some new units but during skirmish,the AI will keep building some and not others.
For instance it keeps building my Yuri Rat Tank and Infantry Assualt Vehicle but not the Yuri Combat Drone.

Even though I gave the combat drone AiBuildThis=yes it won't build it but I gave the Rat Tank BuildLimit=12 and though it needs the tech center to build it, once it gets it, it won't stop building them.

The build limit works on me but not on the AI.
It also won't build the new allied air pad or any of the new aircraft.
How do I get it to build all the new units and not spam just one unit ?


; Rat Tank
[YHTNK]
UIName=Name:RAT TANK
Name=RAT TANK
Image=YHTNK
Prerequisite=YAWEAP,YATECH
Primary=KlankCannon
ElitePrimary=KlankCannonAT
Strength=450;200
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
;TargetLaser=yes
TooBigToFitUnderBridge=true
AllowedToStartInMultiplayer=no
TechLevel=2
Sight=8;6
Speed=6;8
CrateGoodie=no
Crusher=yes
AutoCrush=yes
Owner=YuriCountry
ForbiddenHouses=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
Cost=1100;600
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=EXPLOLRG,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRIS2LG,DBRIS3LG,DBRIS4LG
DamageParticleSystems=LGSparkSys,BigGreySmokeSys,FireStreamSys
DamageSmokeOffset=100, 100, 275
DebrisAnims=DBRIS1LG,DBRIS2LG,DBRIS4LG,DBRIS5LG,DBRIS6LG
Maxdebris=16
DebrisTypes=GASTANK,AXLE,TIRE,PIECE
DebrisMaximums=4,4,4,4
VoiceSelect=LasherTankSelect
VoiceMove=LasherTankMove
VoiceAttack=LasherTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LasherTankMoveStart
CrushSound=TankCrush
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons

Weight=3.5
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
;BuildTimeMultiplier=1.5;Individual control of build time
;AIBuildThis=yes
BuildLimit=6


; YURI COMBAT DRONE
[MGDR]
UIName=Name:YCD
Name=YURI COMBAT DRONE
Image=MGDR
Category=AFV
Prerequisite=YAWEAP
Primary=DronRifle
ElitePrimary=DronRifleYR
NavalTargeting=6
Strength=350
SuppressionThreshold=5; damage below this amount won't suppress the parasite
ReselectIfLimboed=yes ; If selected when limbo on attack of infantry, reselect when unlimbo
DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting
Armor=special_1
TechLevel=4
Turret=yes
IsTilter=no
CrateGoodie=no
Sight=16
Speed=6 ; gs Don't go higher than 20, or he gets stuck running in circles
Owner=YuriCountry
Cost=250
Soylent=500
Points=20
ROT=40
AllowedToStartInMultiplayer=no
Crusher=no
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Explodes=yes
DeathWeapon=ChaosBomb
;DeathWeapon=Virusbomb
;DeathWeapon=BarrelExplosion ;Virusbomb
Maxdebris=10
DebrisTypes=GASTANK,AXLE
DebrisMaximums=5,5
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=
DieSound=TerrorDroneDie
MoveSound=TerrorDroneMoveLoop

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive   mech->{55D141B8-DB94-11d1-AC98-006008055BB5}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=45 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=.5
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Parasiteable=no
Trainable=no

AccelerationFactor=5 ; really fast
DeaccelerationFactor=5 ; This is TS's mizspelingg knot min
ZFudgeColumn=8
ZFudgeTunnel=13
;Bombable=no
Size=2
LeadershipRating=2
Accelerates=false
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Bunkerable=no; Units default to yes, others default to no
BuildTimeMultiplier=1.2 ;Individual control of build time
OpportunityFire=yes
AIBuildThis=yes


infantry assualt vehicle.png
 Description:
Keeps building this andnone of the other new allied tanks
 Filesize:  447.72 KB
 Viewed:  120 Time(s)

infantry assualt vehicle.png



yuri combat drones.png
 Description:
The AI won't build this
 Filesize:  707.6 KB
 Viewed:  120 Time(s)

yuri combat drones.png



yuri rat tank.png
 Description:
Keeps building this beyond the Build Limit
 Filesize:  479.73 KB
 Viewed:  120 Time(s)

yuri rat tank.png



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Virgil
Missile Trooper


Joined: 22 Jul 2018

PostPosted: Tue Nov 02, 2021 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

AI never respects BuildLimit and Prerequisite, write your own AImd.ini to specify what should them build.
AIBuildThis is used on buildings, don't use it on units.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 02, 2021 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like the 100 unit bug.
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Nov 02, 2021 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a good bet you don't have 100 buildable units, so just add your new one at the low numbers of [VehicleTypes]...
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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adamstrange
AA Infantry


Joined: 07 Mar 2013

PostPosted: Tue Nov 02, 2021 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey GE I do have more than 100, it's 108 and thanks Mig for that link to help me fix it.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 02, 2021 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ares removes the 100 limit BTW, so if you plan to add many more units then I'd recommend incorporating it into your mod.
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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Nov 02, 2021 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

https://modenc.renegadeprojects.com/100_Units_Bug

Here's an improved VehicleTypes list that you could base your mod's rules from, as it lists all the civilian additions at the end. This prevents the bug from occurring until you have over 100 new buildable units.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Nov 03, 2021 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Adam it's probably worth pointing out you might get some use out of my AICLEAN script, it will help you reorganize the various lists in your rules.ini and the others, among other things helping remove numbering gaps so you know exactly how many things you have.

My own VehicleTypes list is over 500 the way I write the mod, I leave gaps for future additions to keep them somewhat contiguous by category, but I run AICLEAN on it before I distribute it.

That reminds me, maybe I can add a check for buildable units to be in the first 100 units to AICHECK....
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