Joined: 17 Nov 2004 Location: The Most Holy Metal Reich
Posted: Sun Apr 10, 2005 3:58 am Post subject:
Troublesome visceroids need to be exterminated...
Hi, I'm new here.
I'm working on a low-tech level mod that introduces a lot of tiberium toxin weapons to the game.
I noticed that even a small force of toxin grenadiers can destroy enemy base because AI doesn't attack visceroids.
Is there any way to make the AI treat visceroids as hostile units and destroy them as soon as possible?
Well, visceriods are by default neutral, until they attack something.
There really is no way to change this in a skirimish map. The AI will consider them harmless unless they attack first, even your own units...
Maybe making themselves weaker, or lowering the power of tiberium, which decreases the toxicity of tiberium so less viseriods would appear, or lower the damage done by the gas clouds. Also, theres a tag, which still needs vertification. TiberiumTransmorgify=xx, highering that value should also hinder mutation.. _________________ Delirium.. QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Sun Apr 10, 2005 11:23 am Post subject:
Alter the ThreatPosed= and make it a large value. It's currently set at 20. Perhaps if you made it a bigger number, it would work. Also change Category=Civilian to Category=AFV
That may work. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 17 Nov 2004 Location: The Most Holy Metal Reich
Posted: Sun Apr 10, 2005 5:27 pm Post subject:
Thanks for replies.
I've tested the TiberiumTransmorgify=xx tag, and it doesn't seem affect transformation.
I made visceroids weaker, but it doesn't help - AI doesn't defend its building and units from visceroid attacks.
Lowering amount of visceroids doesn't help either, because one visceroid can destroy many enemy buildings.
Altering threat rating and changing type to AFV doesn't work, because AI doesn't treat them as hostile even if they attack .
Any other ideas? QUICK_EDIT
I know Visceriods are pesky, as they tend to sneak in past defenses and destroy important structures, especially refineries,powerplants ect.
Try in the houses secton, this might not work, but maybe setting the neutral house passive=no. I think thats the tag.
if that doesnt work, well you can try these.
Make structures and units stronger, give structures concrete armor, or lower the visceriod weapon damage or change its warhead versus settings, or change its armor type to none or light.
What AI setting you are using? 0-1-2?
Might want to higher the IQ levels, to higher the levels, there are certian AI behavior in the IQ section. Lower those values, Also there are tags that refer to unit responsives when attacked, if you set those to yes they may respond to the threat more aggressively, however some of your own units might take things into their own hands....rocket soldiers..
hope that helps. _________________ Delirium.. QUICK_EDIT
Joined: 17 Nov 2004 Location: The Most Holy Metal Reich
Posted: Tue Apr 12, 2005 8:59 pm Post subject:
Looks like changing AI's attitude towards visceroids is impossible .
Thanks for help anyway.
I already made visceroids weaker, but it didn't help so I think that I'll give buildings some powerful short ranged weapon (for example shotgun) that will simulate its crew defending it from visceroid/engineer attacks. QUICK_EDIT
Maybe instead of changing it to Category=AFV put Category=Soldier. And also change Owner=Civilian to Owner=Mutant or what ever special is and make it a legal target. QUICK_EDIT
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