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Sucessful Aircraft Defense?
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Tue Feb 01, 2011 10:57 pm    Post subject:  Sucessful Aircraft Defense? Reply with quote  Mark this post and the followings unread

What is the best solution to make it so the AI doesn't get easily defeated by hordes of Orca Bombers or Banshees?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Feb 01, 2011 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Tweak [AI] in rules so it builds more AA defenses
2. Tweak teamtypes and triggers so AI responses to enemy owning x number of units
3. Add techlevel=-1 aibuildthis=yes AA structure clones
4. Add new defense structures which instant hit (like obelisk of darkness) or tweak exisiting do more damage, etc

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Feb 02, 2011 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Make the AA weapons have Area of Effect damage.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Feb 02, 2011 3:12 am    Post subject: Reply with quote  Mark this post and the followings unread

it would be epic if there were a way to have them use the firestorm defense

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Wed Feb 02, 2011 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
Make the AA weapons have Area of Effect damage.


this

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 02, 2011 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

area effect AA weapons (Spread>=32) are bad, because they damage very much your own buildings, even if the missile explodes in mid-air.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Wed Feb 02, 2011 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

If only AI use those anti-air weapons,it may be acceptable for it to damage a bit its own buildings,if the other choice is to be completely destroyed by the airships Very Happy

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Feb 02, 2011 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Spread in TS is pretty buggy to be honest, and likely isn't configured in same manner as CellSpread in RA2.

Hence the suggestions of instant hit projectiles/higher base damage.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Feb 02, 2011 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't you just make a custom warhead that does normal damage to the infantry and vehicles armors and virtually nothing to buildings? Even if it does hit you own structures, it would be insignificant then.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 02, 2011 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

not really, because buildings in TS don't use exclusively Armor=wood, but also other armor types. Thus even with Verses=100%,0%,100%,100%,100% you would damage some of your buildings.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Wed Feb 02, 2011 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

just clone somthing like CABALS Obelisk Of Darkness (AA Obelisk) or make the sam have more damage, firerate, burst or projectile speed ect.

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