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My Ares Request List
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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Mon Aug 10, 2015 12:16 pm    Post subject:  My Ares Request List
Subject description: v.3
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Ares Suggestion List

[1.AI]

1.1 Allowing the combination of AItriggers in aimd.mix with operators such as 'and' or 'or' (AIOwnsAmountOfTech XX + EnemyOwnsAmountOfTech XX)
1.2 Better Wayfinding for AI. Regroup and gather commands around huge lakes are bound to fail; Ai getting stuck on bridges.
1.3 A way so that the Ai builds new bases at unused player starting locations like in Starcraft.
Or at places with enough spare room where the ai would start all prerequisites over like power, factories etc. (AllowParallelAIQueues= is a wonderful start to that).
1.4 Fix AI naval units attack and land targetting problems (attack anything closest won't work correctly etc.)
1.5 With aerial assaults by airplanes possible, make that the AI understands, that if it owns an AA Aircraft other Aircraft units are legit targets! Nice Dogfights.
1.6 Global AI tag, that enables all AI units to be automatically in autoguard if enemy get's close; for better base defense.
1.7 Tag that makes capturable buildings that are captured by AI viewed as own bases buildings so it starts constructing defense structures around them.
1.8 Besides Designators, make that Superweapons can target own units/base ... just use existing targetting modes with target own self.
1.9 Make Ai understand that it can build over cliffs when having matchin adjacency (because it mostly get stuck when starting on a plateau).

[2.Fixing the Random Map Generator in general.]

2.1 Add the possibility to have random weather storms
2.2 "       "        "            to have a city only map.
2.3 "       "        "            to have a day-night cycle [3.1].
[not via map triggers!]

[3.Visuals]

3.1. Enableable Day/Night-Cycle vie Checkbox like MultiEngineer
3.2 High Res Map Preview integrated in Ares form CnCNet.
3.3 Fog Of War enableable
3.4. Making the usage of huge Alpha Images to not lag the game.
http://www.ppmforums.com/files/clouds2_110.jpg
3.5 Allowing trailers attached to units not only to aircraft.


[4 General or Global]
1. Specific tag for a techtype, that human or Ai controlled houses cannot build it (because techlevel=-1 and such arent universal.
2.AA and AG occupants should not hinder the others from firing.
3. Tunnels
3.1 Mind Controlled Units in tunnels are instantly non mind controlled and fire at saif tunnel if they had occupants
3.2 subterraenean units cannot enter tunnels properly
3.3 no use of exit coordinates (?)
3.4 A way to make tunnels travelable like in the TX-Expansion or to create a chrono gate for example
4. G-E asked for a global tag list of all ares tags to include it in a rulesmd sorter (to order your rulesmd including ares tags)
5. Option to control allied units as if they were your own (when having an ai ally)
6.ReverseEngineering= Option to make an other unit as the ReverseEngineered to be buildable! (quite good if you have multiple clones of a unit to include initial passengers to bypass loading each single infantry in the unit by the ai e.g. battle fortress)

Last edited by Ich-Henker on Mon Oct 30, 2017 1:27 pm; edited 11 times in total

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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Mon Aug 10, 2015 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Out of capabilities Ares can do, one thing you can make closest is set AI tech level + enemy techtype.
2. You can do it in map file, no need Ares.
3. Ares will reviving Bounty Logic in next release, don't worry.
5. Ares had this, check: http://ares-developers.github.io/Ares-docs/new/superweapons/types/index.html
7. Set VituaralScanner in Secondary and set GuardRange between 18 to 23.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Aug 10, 2015 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ohh boy.

4 would require an engine re-write to fix afaik.

In regards to the threat system: The current way threat is set up works very well at it's job as long as you set up all the required values onto every unit; In Vanilla RA2, Threat is barely set up and is hardly used, thus the dumb AI, but if utilized, Threat can make a much better AI for the computer players and for your units to choose targets. Streamlining it would only make it less complex and almost pointless. It's a system worth using but judged as a waste because of its complexity. I'd like make a tutorial later on it, but it'll take some coding to describe (maybe even a calculator as it yields numbers in the millions on occasion).

6a. Already possible with map triggers.

9. The Threat rating system can do so.

12. IIRC trailers can be attached to units, but in the strange case they can't, AttachEffect can.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 11, 2015 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Ich-Henker wrote:
1. Allowing the combination of triggers with operators such as 'and' or 'or' (AIOwnsAmountOfTech XX + EnemyOwnsAmountOfTech XX)

Set 2 Events on one Trigger.
Then use Type on the trigger to set AND or OR relationship.

0 is OR
1 is AND
2 is OR repeating

Ich-Henker wrote:

6. A way so that the Ai builds new bases at unused player starting locations or places with enough spare room where the ai would start all prerequisites over like power, factories etc. (AllowParallelAIQueues= is a wonderful start to that)

I think with some good modding, mapping and AI scripting knowledge this is possible in some way already.
e.g.
place invisible dummy buildings there, which only the AI can capture. Make these buildings change into the real buildings once captured.

Or add a special script with
-AI build special MCV (MCV with dummy weapon)
-use this MCV to the attack special invisible dummy buildings that were placed by the mapper
-set DeployToFire, so the MCV moves there and deploys
The rest should do the AI automatically and build next to this conyard as well.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Wed Aug 12, 2015 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, thanks so far!

I edited the post slightly so that it is clear I was referring to the aimd.ini triggers and sadly I couldn't get a superweapon to fire upon the houses units - even though I used functioning designators and various combinations of the proclaimed tags - does anyone else got an upgrade sytem working with the AI.

http://www.ppmforums.com/viewtopic.php?t=40442

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