That would be interesting to see since I'm plannin on changing the threat node to a map revealer if I can't find a better use for it. _________________
All hail me
QUICK_EDIT
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Tue Jul 01, 2003 7:20 pm Post subject:
there is a tutorial on how to get it to work, but the reason why it isn't in the game is because WW thought it would throw the game out of balance, just like the nod scavenger would. i'm not sure where i got it from, but its not from here _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
Also didn't threat rating node made the hunter seeker a bit smarter so it won't pick up neutral targets? _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Tue Jul 01, 2003 7:54 pm Post subject:
yeah, it wouldn't go after neutral targets and it would pick to attack higher threat ratings i.e. instead of hitting the soldier with 0 threat it would go after the titan with say 2 threat _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
Yeah, I believe the lines ThreatPosed= and SpecialThreatValue= help to control, the HS goes for the units with higher values but I don't know whether it can actually be used or whether only the AI makes use of it now... QUICK_EDIT
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Wed Jul 02, 2003 3:39 pm Post subject:
theres a special area in rules that you must modify if you want it to work, actually two or three but i can't remember what your supposed to change the numbers to ... _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
theres a special area in rules that you must modify if you want it to work, actually two or three but i can't remember what your supposed to change the numbers to ...
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Wed Jul 02, 2003 3:52 pm Post subject:
yeah, i used to have it on my comp, so i'll see if i got it still but don't get your hopes up, i tried to delete a screen name on my comp and i forgot i had stuff on it so i may not be able to get it ... _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jul 03, 2003 2:04 am Post subject:
It happens an Overflow, which is called by the game "Internal Error". I have personally tested that with a MCV on a rules.ini from TS Retro that I got here. The picture below is what happened. Then, I put the Sight=6 back... and worked. Then, I put the Sight=-1 back and... picture below...
While we're on this subject.. there's something I've always wondered about... This line that comes after the ThreatPosed entry of all the units and structures:
"; This value MUST be 0 for all building addons"
Just out of curioisity, what would happen if it weren't 0? _________________ Over and out,
~FinalMoon QUICK_EDIT
i guess the hunterseeker tries to target it, wich it can't = internal error _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Thu Jul 03, 2003 4:33 pm Post subject:
ah Banshee has encountered the Error of death screen, .... _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Thu Jul 03, 2003 10:05 pm Post subject:
that damn screen gets me so angry after it pops back up time and again, especially when its all in a row _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
ive got rid of plenty of Internal Errors eh SeaMan
Quote:
Venom wrote:
theres a special area in rules that you must modify if you want it to work, actually two or three but i can't remember what your supposed to change the numbers to ...
Bummer.
Err why the bummer seaman, i have already enabled them in TSR
its a mistake of Westwoods and they dont seem to know there own mutiple system
although the WW values *apparently* worked to a tiny extent, these values will work far batter or should i say properly. However i got this bit of information from DeeZire a long time ago [i think he wrote a tutorial on it but im not sure], and this is possibly un-true. I believe this because the actual values in there multiples of 100 or 10 are still very odd some of them are exactly the same and they seem to be contradictory to what they do e.g. Dumb threat values are higher than threat values
e.g.
TargetEffectivenessCoefficientDefault=-200
for the Threat assement and 200 for the dumb threat assesment
now going by logic why would u minus there target effeciency once u have built the threat rating node. This is either dud values or my understanding of the values is not right
The Threat rating node when enabled does various things
firstly it improves unit AI so rather than attacking the nearest unit, they will go for the unit with the biggest threat value this includes base defenses
harvesters are cleverer as it multiplies there avoidcofficiency to make them avoid threats better (on the subject i think i have forgotten to reduce the default avoid cofficency [which would amplify the effect to make it noticable])
afaik it adds a default avoidance to units so that a unit of (battling) unit of low threat value will automatically try to aviod large threat values *not sure about this one*
increases range of all units
increases strength
adds things like scatter to all infantry [possibly sight]
i dont quite understand the threat and dumb threat
i would have assumed that dumb threat values would always be lower, but if u see the default values that is not the case and some values are exactly the same. This could be due with WW not bothering to put valid or parsable values in there and if the Threat Rating node had been included the values would have looked much different
as u can see there are many related hardcoded features with the threat rating node
there was also another. In Tiberian Sun the 1st release version do u all remember how crap hunter seekers where (they would target civilian buildings the majority of the time, if not they would target a light infantry)
this *BUG* was fixed in the very first patch
However this was not actually a bug but ironically it was a feature. The Hunter-Seeker was designed to work in co-ordination with the Threat Rating node, if u got HS upgrade it was stupid of u not to also get the Threat rating node upgrade (formerly known as Threat Evaluation Node amogst other names)
Anyway with the Threat Rating node installed, ur hunter seeker would now be clever and go for enemy units and structures (assumbly units with a high or medium threat value) so as not to target infantry
So they fixed the problem of the HS targetting buildings, but left themselves open with the other problem of the HS targetting things with low thret value
but with the Threat rating node restored the HS presumably goes for higher threat objects although im yet to really test this
Posted: Fri Jul 04, 2003 2:54 am Post subject:
DeeZires amazingly descriptive definitions
this should help more, which ive just found
its DeeZires definitions of the values
also ignore my comparising between threat and dumb threat
as dumb threat seems to be for only units with
HasStupidGaurdMode=
and may i say another thing
there is no way DeeZire could have found out this information and so accuratly without having inside knowledge or more likely knowing someone who worked with or closely to the people who wrote the .ini's for Westwood. But i dont see any credits ?
although it was just lieing on my HDD so he probably has credited whoever was involved
anyway
• Default Threat Evaluation Controls
MyEffectivenessCoefficientDefault=
Coefficient applied to an objects threat rating when considering engaging a target with a lower ThreatPosed= value than its own. This is designed to ensure that tough units actively seek to destroy weaker units (e.g. tanks vs. soldiers). Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0).
TargetEffectivenessCoefficientDefault=
Coefficient applied to an objects threat rating when considering engaging a target with a higher ThreatPosed= value than its own. This is intended to prevent weaker units engaging enemy units (e.g. a soldier vs. a tank) in a suicidal fashion. Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0).
TargetSpecialThreatCoefficientDefault=
Coefficient applied to an object which has SpecialThreatRating=1 set when considering engaging an eligible target. This is used to make 'super powerful' objects attempt to destroy their targets without considering the consequences either to itself or others. Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0).
TargetStrengthCoefficientDefault=
Coefficient applied to an objects threat rating when considering engaging a target which has a higher strength than itself. This is designed to get a unit to consider whether or not to attack something with higher strength, as the process of doing so may involve the unit itself being destroyed (i.e. a suicidal attack) when the target returns fire. Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0).
TargetDistanceCoefficientDefault=
Coefficient applied to an objects threat rating when considering engaging a target which is out of range of any of its weapons. This has the effect of the object engaging in pursuit of its intended target. Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0).
• Defaults For Dumb Threat Evaluation
DumbMyEffectivenessCoefficient=
Coefficient applied to an objects threat rating when considering engaging a target with a lower ThreatPosed= value than its own. Used for threat evaluation and target acquisition, not for actually engaging that target. Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0). Used for objects that have HasStupidGuardMode=yes set.
DumbTargetEffectivenessCoefficient=
Coefficient applied to an objects threat rating when considering engaging a target with a higher ThreatPosed= value than its own. Used for threat evaluation and target acquisition, not for actually engaging that target. Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0). Used for objects that have HasStupidGuardMode=yes set.
DumbTargetSpecialThreatCoefficient=
Coefficient applied to an object which has SpecialThreatRating=1 set when considering engaging an eligible target. Used for threat evaluation and target acquisition, not for actually engaging that target. Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0). Used for objects that have HasStupidGuardMode=yes set.
DumbTargetStrengthCoefficient=
Coefficient applied to an objects threat rating when considering engaging a target which has a higher strength than itself. Used for threat evaluation and target acquisition, not for actually engaging that target. Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0). Used for objects that have HasStupidGuardMode=yes set.
DumbTargetDistanceCoefficient=
Coefficient applied to an objects threat rating when considering engaging a target which is out of range of any of its weapons. Used for threat evaluation and target acquisition, not for actually engaging that target. Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0). Used for objects that have HasStupidGuardMode=yes set.
EnemyHouseThreatBonus=
Coefficient applied to an objects threat rating when it is considering which object to engage. This is designed to ensure that enemy objects pose a higher threat than a friendly or allied object. The special case for units with Cyborg=yes set overrides this setting so it gets ignored when they are badly damaged and you have Berzerk=yes set, meaning that the damaged cyborg will consider friendly and allied units equally to enemy units when considering what to attack. Although a percentage value is put in here, you get more effectiveness when you put a true coefficient in (e.g. convert 200 to 2.0).
he is probably right about the conversion of the values, but to me it seems a little odd _________________ QUICK_EDIT
Long read however for my mod it doesn't make all that much sense to enable all this stuff (or set the right values) as my HS's are modified into meteor storm and the gdi one can be steered by the player so... QUICK_EDIT
Long read however for my mod it doesn't make all that much sense to enable all this stuff (or set the right values) as my HS's are modified into meteor storm and the gdi one can be steered by the player so...
Can you tell me where can I find a tutorial for that Meteor Storm? _________________ Fire walk with Me... QUICK_EDIT
I think the Meteor Stom is better if you replace the EMP with it, in the mod I'm working on now I've replaced the EMP but given all the sides at least one EMP unit whether it be trooper, base defence or whatever but that's just me, I just think its better to have the storm targetable QUICK_EDIT
I think the Meteor Stom is better if you replace the EMP with it, in the mod I'm working on now I've replaced the EMP but given all the sides at least one EMP unit whether it be trooper, base defence or whatever but that's just me, I just think its better to have the storm targetable
well... i dunno... it would be hard to target meteor right? i can imagine pulling them out of space with a short gravity burst from the temple of nod, but targeting them goes a bit too far. but maybe you're right, the emp cannon by itself is far too powerful... QUICK_EDIT
Well I guess its down to personal opinion, maybe a targetted meteor shower is too powerful but it depends how powerful you make it (also as it stands the side that has this sw only has this one, all the other sides have two so it also kinda makes up for it). QUICK_EDIT
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Sat Jul 05, 2003 4:56 pm Post subject:
well see it would be easy to make the meteor come down in a certain sector, but a sector is very large by my understanding of the game, i mean it could land on them, on you, on your neighbors dog, so on and so forth. thats kinda pushing the limits of reality _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
but since when was Tiberian Sun a realistic game that didn't push the limits of reality? A random chemical crystal that grows out of the earth that can be harvested for cash? Giant four legged rail gun firing mechs? Orbital satellites that shoot giant laser beams that can level a building? Construction yards that just unpack themselves from vehicles? Invisible tanks? It just comes down to balancing at the end of the day I guess... QUICK_EDIT
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Sun Jul 06, 2003 1:37 am Post subject:
hey most of tiberian sun(excluding tiberium, hunterseeker, etc.) could be possible, we just don't have the tech right now _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Tue Jul 08, 2003 6:18 pm Post subject:
I found this at a site that may not be updated any more. you could probably skip lots of it. if the moderators or administrators wish to add or delete anything in it feel free I don't care i didn't come up with it. I haven't had the time to read it yet, as i've just downloaded it from the site. Most of this is probably not needed for it but i guess the guy that wrote it thought people might want it. I'm going to upload the zip in this post so that if you don't want to read it now and you want the icon, then you can take it home.
Activating The Threat Rating Node
The Threat Rating Node was originally intended to be used by GDI as a mechanism for supporting the game's original concept of advancement through the veteran system, in a bid to detract from 'rush' tactics. The aim was to ensure players no longer considered their troops expendable, by rewarding each unit with upgraded characteristics for killing enemy units
The TRN would be employed to evaluate the threat posed to the player by incoming enemy forces, and then allow the computer to respond in a more logical fashion, by reacting to the threat with a force or unit with at least an equal chance of destroying the threat.
The TRN can be partially re-enabled by taking the following steps. It's worth noting several points here:-
(i) Many mods employ the TRN by simply allowing you to build the appropriate structure. This is not enough! You have to enable additional logic.
(ii) There's a lot of work involved in getting it to work as it should! You will end up having to edit every unit's entry in the RULES.INI file at least twice.
(iii) Once it's working, you will want to go back and tweak three things, one being the Default Threat Evaluation Controls, the second being the ThreatPosed of the units in the game, and the third being the ThreatAvoidanceCoefficient of each unit, in order to get the TRN working as you'd like. This is the only way to adjust it's efficiency.
To Begin
First off, you have to be able to build the TRN itself. Originally, it was designed as a third plug-in for the Upgrade Center, but if you follow these steps, you can apply the logic to any structure.
First, open your RULES.INI file. Find the entry for [GAPLUG1]. You will see that the game designers have put a comment there - OBSOLETE. Delete the comment if you like! In order to make it buildable, simply change the TechLevel entry to whatever you like. Personally, I set it at 10, as it does give GDI an advantage which is offset if Nod get to build a Missile Silo.
One thing to note is that the RULES.INI entry for the Threat Rating Node is listed as [GAPLUG1] and it's image data in ART.INI is [GAPLUG_D]. This is the same information used by Firestorm, which uses this data for the Drop Pod Node which allows the player to use Drop Pod reinforcements. Thus you will have to create new entries in RULES.INI and ART.INI which are copies of these but with new names if you want to able to use both.
The vital thing to note here is that there is an entry which says IsThreatRatingNode=true. This is essential to activate the Threat Evaluation Logic. As long as your structure has this entry, it will be enabled as a TRN.
You can now build the TRN!
Activate The Threat Evaluation Logic
Now, you have to make the TRN do it's job. Open the RULES.INI file, and search for 'Default Threat'. You will see two sections, one is Default Threat Evaluation Controls, and the second is Defaults For Dumb Threat Evaluation. There's two things to do here.
(i) Ensure that none of the lines in these two sections is commented out. I have had emails from people saying that they were not commented out anyway, but certainly in my copy of TS (V1.00, which I purchased on the day of release) they were.
(ii) The lines tell you that these values are coefficients. However, the values left in there are percentages. In order to convert them, you must make the values so that they are multiples of 1 rather than multiples of 100. So for example, 200 becomes 2.0 etc. Where the percentage is negative (eg -10), change it so that it becomes 0.9 (ie a percentage change of -10% is equivalent to a multiplier of 0.9).
It's important to do this, for reasons which will become clearer, but think of it this way - you have a soldier (with say a threat rating of 1) faced with a tank (say threat rating of 100). Your effectiveness would be 1 x 200 = 200. The target effectiveness would be 100 x -200 = -20000. The tank has more strength than the soldier, so as a threat it gets a bonus of -200 x strength (probably another -20000!) and it's within firing range of him, so it gets another -10 x distance. Take the difference between threat ratings and the result is likely to be -45000 or something. This is way too stupid a figure to work with, and we have used just about the simplest example of where the TRN would come in useful. Besides, in this (made up) example, the soldier gets a higher threat rating than the tank - in other words, he would gladly run at it!!
Now, do it with my method instead. The same soldier (threat rating 1, strength 20) is faced with the same tank (threat rating 100, strength 120). The tank is 3 'tiles' from the soldier (in other words, its a threat to him as he's within it's firing range). His effectiveness against the tank would be 1 x 2.0 = 2.0. The tanks effectiveness would be 100 x 0.02 = 2.0. Pretty equal - he may even shoot at it in a bid to defend himself. BUT, it has a much higher strength than him, so its strength coefficient is applied (0.02 x 120 = 2.4) so its new threat is actually 4.4. Oh oh, perhaps shooting it would be a bad idea! Then, he's within firing range (!) so it gets a further bonus of 0.9 x 3 = 2.7 so overall the tank poses a threat rating of 6.1 versus the soldier's 2.0. More realistic - the soldier can only do one thing - RUN AWAAAAAAAAY!!
Note that the above logic is only applied if the TRN is active (in other words you have a structure in your base defined as a TRN with the line IsThreatRatingNode=true included in it's RULES.INI entry.
Get The TRN To Affect Your Score
Now, this is one possible reason why the TRN was rendered obsolete. Nod have no such facility to aid them in battle - the TRN is exclusive to GDI (unless of course Nod manage to capture it in the battle, very difficult). Thus GDI commanders who employ this could, in theory at least, end up with higher scores in every game they play against Nod - even if they lost the game, provided they had an active TRN throughout the game.
However, you can get the TRN to influence your score as a GDI commander. This makes some sense - after all, if you manage to keep more troops alive than your opponent (ie your kill/loss ratio is better) you get a bigger bonus to your score. Plus, troops which constantly engage units sensibly and stay alive get advanced through the veteran system, which in turn gives them a higher threat rating, meaning they can take on more powerful opponents - again, enhancing your score. Naturally, it's the TRN which enables this opportunity.
Your score (with the TRN active) will obviously benefit anyway, but to enable a proper influence, open the RULES.INI file again, and find Bret's Hack Section. You will see a line commented out which says StatisticTimeInterval. This was used in Red Alert, but appears to enhance the TRN's ability to affect your score. Delete the comment. The value is the number of seconds between which the score statistics will be worked out, so change this accordingly. I have it set at 10 seconds (the lower the value the more frequent the stats are worked out), but any lower than that appears to slow the game a little.
I have definately seen a difference in scores obtained as GDI when I have won games against Nod with and without the TRN active. If you set AIBuildThis=yes in the RULES.INI entry for [GAPLUG1] then it appears the difference is negligable - the ability of the TRN to affect your score appears to be nullified if your opponent has one too.
Give The TRN A Special Weapon?
This is a matter of personal preferance, but in line with the basis of having a TRN, I have made it a pre-requisite for getting the Drop Pod Reinforcements. You do not need to have Firestorm installed to make use of Drop Pod Reinforcements as long as you have Tiberian Sun version V2.00 or later.
To give the Drop Pod Reinforcements to the Threat Rating Node, just add DropPodSpecial to the list of [SuperWeaponTypes] in RULES.INI. Then add this line to the entry for the Threat Rating Node;-
SuperWeapon=DropPodSpecial
Finally, add a listing for the Drop Pod Reinforcements after the other Super Weapon entries;-
There's an interesting point here. If you give the TRN a Super Weapon, it's worth editing that Super Weapon entry in RULES.INI to enable some hidden EVA voices that appear to be linked to the TRN. Try putting these in for the voices:-
00-I200 - Establishing Battlefield Control, Standby
00-I352 - Your Defeat Is At Hand
00-I348 - Surrender Is Your Only Logical Option...
00-I346 - Retreat Is Your Only Logical Option...
00-I344 - Inferior Tactics Detected
00-I350 - Observe Superior Tactics While You Still Have Human Eyes
00-I356 - You Have Been Marked For Termination - Prepare For Sterilisation
00-I360 - Time To Erase The Human Factor From This Equation
00-I370 - Your Probablilty Of Success Is Insignificant And Falling
00-I372 - Surrender Is Acceptable And Preferable Against The Odds That You Face
00-I374 - Data Received Indicates That You Are A Threat
00-I376 - Defeat Of Enemy Predicted In T-Minus 3...2...1...
Note that, unlike the other in-game voices, these cannot be re-mapped for CABAL. So if Nod captured the TRN and got this, they would hear EVA rather than CABAL. Similar voices exist for CABAL - just change the filename so they read 01-Innn instead of 00-Innn.
Make Sure Unit Statistics Are Usable By The TRN
Ok, almost finished! Here's where the real work starts. You must now edit the entry in RULES.INI for every unit. I know it's a pain, but you have already seen what the default values in the Threat Evaluation Logic did!
You need to edit 1 line and include another for each unit.
For each unit, edit the ThreatPosed=nn value so it is between 0 and 100. Map it out on paper first, and it will save you some time. Write each unit from the game (or your mod) and write a ThreatPosed value next to it. Consider the ThreatPosed value carefully. You should remember obvious things like a MMII should have near enough the highest, and a Rifle Infantry should be pretty low, but remember to consider each value relative to other units. For example, you dont want to end up with Disruptor Tanks running away from a Nod Artillery! Make sure things are on an even scale, and you will retain the balance in the game as well as enhance the TRN's performance without giving GDI a massive advantage or (the opposite) having GDI's troops running scared from something they could easily beat! Doing this enables you to add a further degree of customization to your mod as well as a personal touch to the AI and how it conducts battle against human players.
Thankfully, the next bit is optional. You can include a line for every unit which is:-
ThreatAvoidanceCoefficient=nn
where nn should be between 0.01 and 1.00. This means that when the TRN is active, this coefficient is applied to the unit so it will avoid threats rather than take them on. One obvious example where this is used is the Harvester - it can't shoot anything anyway, so it's better for it to avoid trouble in the first place! The higher (nearer to 1.00) that this value is set, the more likely the unit is to avoid trouble. Curiously, the only unit in the game with this is the Harvester. Then again, it would be crazy to give the MMII this as it's designed to kick ass, not run away at the first sign of trouble! It is worth applying it to any unit that is defined as Category=Support, as these units cannot retaliate to threats anyway. Examples include the Mobile Repair Vehicle and Weed Eater. Giving it to APC's seems pointless, as they would not move into a base which contained lots of base defence structures. With this value set at 0.99 and the TRN active, the harvester is less likely to wander near enemy bases for Tiberium (as it sometimes does).
Other Notes
Other things I have noticed with the TRN activated are the following (I am still testing these but it's proving difficult to fully substantiate. Currently, I have observed all of these in 85% of games played).
-Mech Units gain the 'Laser Sight' (even when this has been disabled)
-Units automatically scatter from enemy fire (even when disabled)
-Veteran/Elite units automatically return fire (even when disabled)
-Units with Crusher=yes set automatically crush enemy soldiers (even when disabled)
-Base defences tend to target enemies with the highest threat rating. One example is when a Cyborg Commando enters a GDI base, the RPG's turn and aim at him before resuming fire at other threats.
Best of all, the Hunter Seeker logic appears to be affected. When used in conjunction with an active TRN, the Hunter Seeker no longer picks targets quite as randomly. When the V1.16a.1 patch came out, the Short Game option was added. In the V1.13 patch, the Hunter Seeker code was amended to target those buildings which may cause an end-game situation (for example, an enemy MCV). The two patches together mean that any structure or unit with SpecialThreatRating=1 set in RULES.INI is significantly more likely to be targetted! I have tested this numurous times and found it to work. The random nature of the HS means it could and would hit useless stuff (even civilian buildings) but with the TRN it's much more likely to hit something important to the enemy.
Final Note
It's worth noting that giving the TRN to GDI does give them an advantage that Nod cannot have. For this reason, I personally would set BuildLimit=1 on the Upgrade Center. This forces the player to choose between 2 of the 3 upgrades, thus having to decide upon a strategy which best fits their style of play and/or the circumstances of the battle. Remember, the Ion Cannon is only any good if you can see a target - if you're up against purely Nod armies and they're all cloaked, the HS/TRN combination is a good option. Consider this also - by default, the GDI Upgrade Center has SpecialThreatRating=1 set. Put two of these in your base and you're just asking for an enemy GDI Hunter Seeker to take one out if they too have a TRN.
Then again, enabling the old GDI Radar Installation, making it expensive, and allowing it only to be upgraded by a TRN may be a better option. If you enable the old GDI Radar Installation, you will find a new icon for the Threat Rating Node that comes with this file in SHP format ready to be included in your mod's MIX file - TRNICON - which can be used with it:- _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Tue Jul 08, 2003 6:29 pm Post subject:
i wasn't saying that it wasn't deezires _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
ok. i think i've already done all this. but i notice no difference. I disabled the laser sight for example, but it won't show up when TRN is activated. Troops never "run away" from treats, i mean if i let my base be guarded by rocket soldiers and a mammoth mk II approached, i can't be 100% sure they'll attack it even if it's threat rating is 50 times as high. QUICK_EDIT
Take a look at this:
[CombatDamage]
PlayerAutoCrush= ; will player controlled units automatically to crush enemy targets if enough close?
PlayerReturnFire= ;will player controlled units will automatically fire back when being attacked
PlayerScatter= ; will player controlled units automatically try to avoid getting in direct fire?
Putting 0 to any task will make AI control player's tasks.. it can repair players buildings, scatter, crush, rate threats (ContentScan), sell damaged buildings for money. _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
awesome.... You could make your buildings repair automaticly? And sell buildings just before they blow up? _________________ Over and out,
~FinalMoon QUICK_EDIT
Trust me... it can be really annoying when AI tries to waste your last credits and you can't stop it.
Also what is worse that it might sell your war factory while you are building a Mammoth Mk II or new MCV.... _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
SellBack= Sell damaged building for money if AI's credits are low.
RepairSell= Repair the the structure rather than selling it and building a new one. _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
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