Posted: Thu Apr 27, 2023 9:18 pm Post subject:
Can Ares Fix This ?
[1]
A few weeks ago I was at the MODENC looking at some tutorials but while I was browsing around, I found an article that just made me upset, like ''WHY THE HELL DID YOU GUYS NOT FIX THIS'' kind of upset.
The issue is that the AI for no apparent reason will start to destroy buildings for nothing. There can be bunkers for it to garrison as well as buildings, and this can also happen on a wide open map that has plenty of room and only a few buildings, and many times it will still destroy them.
When I asked about this in the forums, I was told that the AI needs room, but I found out that's not the reason.
The reason is that the devs knew that the AI was bugged and rather than fix it, they left it as is and I think the article may have suggested that they were too lazy to fix it.
Can in an update of Ares fix this so that at least troops garrison the buildings instead of destroying them ?
[2]
Can there also be an update where Ares will allow maps bigger than 200x200 like at least 400x400 ? QUICK_EDIT
It depends on the mission they get. You'll notice when you destroy a garrisoned building, sometimes one or two of the ejected infantry will start attacking the building, even your own infantry. The code to garrison is linked to both attacking and area guard missions, but sometimes there's a missing state update, or it's randomized, and they get into some retaliate mission.
You'll also notice that sometimes when player buildings are destroyed, the infantry survivors will garrison a nearby building. I think this again is deliberate, but randomized, and has something to do with their distance.
Do you know what this code is G-E and at least in the editor, is there a trigger or script that would tell the enemy AI to garrison buildings instead of destroying them ? QUICK_EDIT
Well in vanilla RA2, any garrisonable troops set to Area Guard (11,11) have a chance of garrisoning nearby buildings. In YR they explicitly added a garrison script action 64,0 because it was no longer the exclusive realm of the base infantry, and you had the CanOccupyFire setting to broaden it.
That said, when you have survivors of a building, or troops are ejected due to damage state, they don't have any code attached, just a state. A state which isn't entirely consistent between all the involved infantry. In the case of trying to destroy the building, I believe it is because the infantry wants to return to the spot it was moved to, like it remembers the previous move order, but the building is now in the way, preventing it, similar to how tanks will sometimes attack trees or fences to move to their destination.
im pretty sure that the AI is hardcoded to destroy civilian garrisonable buildings nearby its base. whether they
deliberately destroy them, or whether they should garrison but dont due to script mismatch, i dont know.
you can, however give units a script to garrison buildings in yr. if i recall, you have to used a patched editor
to write the script as some of the YR specific script actions were left out of vanilla fa2 _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
there is only a script action for it so only AI teams that you script to
garrison will garrison buildings _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
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