Posted: Wed Apr 03, 2024 5:17 am Post subject:
All vanilla RA2 AI mods?
Subject description: Image of RA6 bonus
Well, I used an advanced AI mod, but it makes my mod crash (even though I just use default unit tags for it mostly)
Tried to find the issue but hard since there is no crash log, the game just exits to desktop (only happens against lategame Soviet AI)
So, I was wondering, can we make a database of AI mods?
I have no great problem editing AI BTW, its just that its hard to fix a bug where you don't know what it is. And regular vanilla AI is atrocious...
This might be good as a resource repository for other modders as well, since, well, most mods just reuse vanilla AI as a base (if they even change it at all), thus end up having bad AI too.
RA6_concept.png
Description:
In case you are wondering why this image is here, it is to not die ignored :) [also, its relevant since the base is made by AI, and this thread is about AI too (?)]
Vanilla AI mods are designed to work with the vanilla game. Combining them with your own mod is not recommended as there are lot of things you could have changed that would break the AI mod. _________________
i dont know if there are many ini mods that exclusively mod the ai but dont also mod rules.ini; mostly people make the mod and then the AI. All the AI modding ive done for
the vanilla game has been via the map editor _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Thu Apr 11, 2024 12:47 am Post subject:
I made several AI mods eons ago, dunno what happened to them but I did release them to the public. They all, however, indeed modded the Rules. QUICK_EDIT
I feel like such mods would be pretty useful for new modders. Given the lack of useful answers in this thread, please consider posting here if you do end up finding such an AI Mod.
I found a mod with a focus on AI (https://www.moddb.com/mods/acbc10-superior-smartai/downloads), however it features hidden AI-only versions of vanilla units, and its aimd.ini makes references to these units. A Replace All marathon might work to get what you want, but then it might not. Give it a go. QUICK_EDIT
Thanks, that answer actually is helpful, and helps compile the purpose of the thread even if if does not end up being what I need for my specific mod
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Another way would be, since I have the crash only with late-game Soviet AIs, to delete all attack patterns for high tech soviet units (removing teams and conditions to attack with them). If anyone has an achievable way to do that without introducing more bugs, I'm all ears. _________________
i know we have AI editors that have a more comprehensive interface than the raw ini files in the community like this one
https://ppmforums.com/topic-38259/ai-editor-for-ra2-and-ts/
as mentioned earlier i just make AI in the map editor because i think that really is the most efficient way to make and rapidly
test AI but the AI editor can work okay if you know what you are doing
the AI.ini is like any other ini file and while few people, especially these days, make exclusively rules.ini mods, even fewer if will have ever made exclusively
AI.ini mods and the few that may exist probably not have been very well conceived as seen in the case of your own mod crashing.
the triggers written into the AI file are known as the 'global AI' where as ones that are written in the map files themselves are local AI. all of the campaign maps
should (dont necessarily do, but should because AI is handled fundamentally differently in campaign) have the global AI disabled via map settings and instead use
their local AI settings so anything changed in the global AI aka AI.ini shouldn't have any influence on what happens in the campaign anyways.
all of the taskforces, teams, scripts, and AI triggers are suffixed with -G for global, so an easy way to check would just to be to go through each of the map files
and search for -G. i reckon there wont be any except in the case of the trigger enable section, but even if the trigger is set to enabled it wont matter because the
global AI is (should be) off and they will never be called in the game even if they are enabled.
in other words just creating a new AI should be fine but if in doubt check that all the maps have the ignoreglobalaitriggers set to yes. on the off chance that some
arent, then your options are to turn global AI off, or to leave all of the AI triggers intact and change the last 3 digits of the [AITriggerTypes] string to 0 to disable it
completely in skirmish _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
That's kind of true, but a lot of behaviours are actually referencing the global ai.ini in later missions especially. Also there are exclusive ones like the harvester scripts that I believe are hardcoded to look for certain IDs... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
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