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New AI under development
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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat May 17, 2003 12:17 am    Post subject:  New AI under development Reply with quote  Mark this post and the followings unread


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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat May 17, 2003 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice stuff seaman


A couple of notes
Use drop pods as an attacking weapon and not defending (not JUST defending anway)

Implement unused EVA sounds for certain task forces that are built
e.g. If AI builds core defender for instance make EVA say (Your probability of success is insignificant and dropping) or something

Crap Task force built (2 light tanks and a buggy) = Inferior tactics detected

that sort of stuff Wink

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Sat May 17, 2003 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, inferior tactics detected...

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat May 17, 2003 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

it adds quite a nice touch along with

"You make this easy Fleshbag" CABAL voice #Tongue

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Sat May 17, 2003 12:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Only problem is, how do you make the AI distinguish whether to use EVA's voice or Cabaal's? I think most of those voice sounds to which you're referring are only Cabaal.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat May 17, 2003 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

ill need to look into it more (as seaman is currently doing the AI)

However we could use Nod specific things like if a reaper army is built then CABAL only voice is played

could cause problems with swapped Tech though

well look into it

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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Sat May 17, 2003 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

very interesting, how do you accosicate sounds with ai task forces?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sun May 18, 2003 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Look in banshee's AI script editing tutorial

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Mon May 19, 2003 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I myself don't want to add taunts as it might give away AI's attacks. Creating dummy AI scripts to play taunts may decrease AI's efficiency because it sends more time in "attacking" with taunts than doing any damage.

The AI is quite in good stage now. I had troubles to defend my base from LV 2 AI's constant attacks.

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Thu May 29, 2003 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe only for super units like Core defender, it is also like that in ra2 "Kirov Reporting" so you can prepare for them

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Thu May 29, 2003 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
maybe only for super units like Core defender, it is also like that in ra2 "Kirov Reporting" so you can prepare for them


if in the Nod i suggest the Create Sound is "Protecting The Brotherhood"

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Thu May 29, 2003 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

can you talk excactly like cabal or the core defender?

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