
BRCKHAN88
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!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
SIEGE UPDATE HAS BEEN RELEASED (F[AI]R LITE V1.3) Thanks @YosefAnanto his contributions, I discovered some serious bugs in my mod pack that must be urgently fixed. Now I release my "Siege Update" which includes serious enhancements on Siege Choppers and Siege logic on Naval invasions. As I said before, The F[AI]r Mod pack does not have these changes yet, so I recommend downloading this pack for an up-to-date experience. changes yet, so I recommend downloading this pack for an up-to-date. What's New Compared To V1.2: 1. Fixes & Additions & Changes I applied in Vanilla Red Alert 2 + YR * Move Command Issue on Mixed Flying&Deployed Chopper Selection. * Wrong FLH values of some weapons. + Intelligence Naval Bombard & Trasport Scripts. (Get ready for real Siege) + AI Chopper Deployed Attack & Elite Deployed Siege Choppers & Elite Magnetron Weapon Range: 12-->14. & Sights of Ranged Units (SREF, TELE, V3, SCHD) are equalized in 12. 2. Additions with Ares Extension *Prerequisite inequality on Allied factions. (In the Vanilla version, Allied factions have two different Air Force types using the same assets and logic, so it was necessary to use overarching prerequisites for Allied radar tech. This naturally meant that any Soviet or Yuri faction opponent who captured an Allied barracks could easily produce rocketeers with their radar. This injustice has now been completely fixed.) YOU CAN REACH THE UPDATE DETAILS AND LATEST VERSION FROM HERE!!! INFO: Legend of items= *: Fixes +: Additions &: Changes -: Subtractions -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
Thanks for your contribution, my friend.I also left a detailed comment on your video. But we want to see a real 7 vs 1 challenge with this AI from now on -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
Finally, our first release & our ModDB page has been published!!! I will give brief information about our modpage. As you know, the first time I published this modification as an AI Enhancement patch on this forum. I will expand my project and make it an unofficial structural RA2&YR update so in near future, I'll rework every campaign and Co-op maps to enhance the whole experience. For now, you will see 3 options for download: 1. F[AI]r Lite: My Rebalance+AI Enhancement patch that you have already experienced, just renamed for classification. 2-3. F[AI]r Mod: My initial versions of the unofficial update pack; one of them is in a setup format, another one is in a loose format. Both of them contain the same. PS: You can obtain detailed information like instructions to install from their summaries. INSTALL LINKS OF THE LATEST VERSION -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
I look forward to your feedback, mate. Would u make a YT video if u like it😅 -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
HOTFIX (BETA 1.6) RELEASED !!! After releasing and testing V1.5, I encountered an infrequent but critical bug by chance in 2 of the 100 games I played for trial. This hotfix removes all of the crashing issues, so please update your version if you're already using V1.5. What's New Compared To B1.5: 1. Fixes & Additions & Changes I applied in Vanilla Red Alert 2 + YR * General Bridge Repair Script creates a random crash if Repair Teams jump directly at the line Fix a Random Pick feature. The faulty line has been removed for a Fix. & Gattling Warhead is not powerful enough against buildings after some small changes I made for balance. I refined it back to return to its origins. & Flak weapons have been generally strengthened for the sake of balance (their place in the hierarchy is still the same. You don't feel to much difference in the game). & For effective attacks, decreased TeamDelays:(450,600,750--->300,400,500). (As a result of my observations, when this value is lower than 300, the AI tries to spam multiple units simultaneously, so it often cannot send a team out and attack, causing a pile-up in the bases. In addition, it also prevents the AI from producing defensive and Backup troops like an MCV Production.) & For enhanced economy for Allied & Soviet AI, increased HarvestersPerRefinery: (2,2,1--->4,3,2). + Activate AI.tlb to gain AI some individual characteristics. (AIGenerals Enabled in Rules(MD).ini) INFO: Legend of items= *: Fixes +: Additions &: Changes -: Subtractions -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
HUGE PERFORMANCE IMPROVEMENT UPDATE (BETA 1.5) HAS BEEN RELEASED !.. Finally, a new launcher implementation (gamemd-spawn.exe) for CnCnet has been applied. This update brings mostly hot fixes and performance improvements. What's New Compared To B1.4: 1. Fixes & Additions & Changes I applied in Vanilla Red Alert 2 + YR * Animations on Allied Battle Labs and Radars. Now their animations are freezing when blackout. * Prerequisites on all Units & Buildings. (For ex: Now Cuban Terrorist production now depended on the existence of Soviet Radar.) * Flak Units lose too much power on their weapons when promoted at Elite Level. Now their values are balanced with their regular guns. + AI now defends their strategic Tech Buildings such as Oil Derricks, Airports, Machine Shop etc. + Voicelines of RA2 Tanya on YR Tanya. Now she is more prime than before & Hero Units (Tanya & Boris) now detect any disguised units. Now they're becoming more functional on the battlefield. & Threat values of independent aircrafts (like Rocketeer, Choppers, Kirov, Disk etc.) to numerical from special. Now AI defensive teams that have AA features react to aircraft attacks. & Cloning Vats in YR moved to Tech tab from Combat tab just like in RA2. - Duplicated or Unnecessary Flags in original .ini files. 2. Additions with Phobos Extension * Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix. (by Tyuah8) * New Attack scripts directly target any disguised units. Now AI uses a "DetectDisguise" ratio before targetting (by FS-21) & Jumpjet Climbing Logic Enhancement. Now they level their height before reaching an obstacle like a cliff, highrise, etc. (by CrimRecya) INFO: Legend of items= *: Fixes +: Additions &: Changes -: Subtractions -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
My friend, I'll publish a hotfix for the most general errors and miscalculated features I observed in a couple of days. For instance, do you have an error log that specifies the missing file or the root cause of this error, etc.? This may make solving these issues easier for me. Thanks for your collaboration -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
BETA 1.4 HAS BEEN RELEASED!.. What's New Compared From B1.3: 1. Vanilla : Fixed Logics and Improvements: * AI Miner spawns like a cancer cell. Now all Miner production triggers bonded on the presence of a refinery that belongs to AI's House. * "Red Alert 2" mode, "Wrong Rules Applied" issue has been fixed. + MC Technotypes now have the ‘Sensors’ feature to detect submerged units. This will give the Yuri Faction the ability to advance in Navals. (It seemed ridiculous that the MC units that detected spies and Mirages could not detect submarines.) & AIProductionCutoff feature now return back to the original value: 1500 (Decreasing this amount caused AI selling its buildings quickly to kick out attack teams quickly when it had a chance to restore its production.) & Tuned general scripts to perform better in "ai.ini" and "aimd.ini" (Engineer Capture Scripts&Naval Transport Scripts, Guard Scripts, Hunt Scripts, etc.) & AI Virtual Purifiers amount raised a bit for maps having limited resources in order of h;m;e: 8;4;2-->10;6;2. This will maintain AI Production. 2. ARES Additions & Changes: + Tech Structures will by default return to the civilian side when a player is defeated or giving up rather than self-destruct. & All AI factions now may build more than one Repair Depot (Grinder for Yuri) to keep MCV production under guarantee. 3. Phobos Additions & Changes: * The bug that parasite will vanish if it missed its target when its previous cell is occupied (by TaranDahl/航味麻酱) * Units are now unable to kick out from a factory that is in construction process, and will not always stuck in the factory (by CrimRecya & TaranDahl) + Building placing and deploying logic enhancement, now all human or AI units inside the foundation area will scatter automatically outer the region.(by CrimRecya) + Efficient Bridge Repairing operation scripts has been applied. (by FS-21 ) - AI Gather at Deployed MCV behavior has been disabled to prevent any potential stuck with AI Teams. This will prevent AI Teams abandoned their current tasks. (by TaranDahl/航味麻酱) INFO: Legend of items= *: Fixes +: Additions &: Changes -: Subtractions -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
Thnx for ur support 🙏 Unfortunately some features are broken in the original .exe even if they are defined and hardcoded, like the team retaliation feature, which requires reverse engineering to rework. That's why I use the Ares modification to patch the .exe launcher easily. Also, Mental Omega uses the Ares modification and I can say that it has almost no bad impact on the game's stabilization and performance. -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
BETA 1.3 HAS BEEN RELEASED!.. What's New Compared From B1.2: +RA2Classic mode support with AI scripts has been added. +AI now builds multiple MCV, Now AI Base will spread all over the map like a cancer. +AI Alternate Production Cutoff value has been decreased to 750 from 1000. Now AI will recover their resources or lost conyard before sell their building and change it's production strategy. +You tell me -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
Unfortunately you're right about this. As for me, persuade all C&C community applying my modification to improve their gaming experience from 23 years old game is an utopia, considering there are a few people left who plays c&c games, and also this is not my direct motivation. I'm just a simple RA2 player who wants to take care of it's faults and shortcomings just obtain more fun from that. Cncnet just provide us more modern and stable platform to play it together. That's why I am sharing my modification from here, hope to find some people having similar expectations. Nothing more. -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
!!! A COMPREHENSIVE UPDATE (BETA 1.2) HAS BEEN RELEASED !!! UPDATE NOTES: 1. Fixes I applied: - Yuri Bust skin and animations updated. Now it has a higher resolution and it's firing with two lasers. - San Francisco misc building 1 (CASANF17) occupation muzzle Fire positions have been fixed on artmd.ini. - Large task forces sometimes get stuck on gathering commands. The pathfinding algorithm of the game is totally crap but I make it much better for AI. 2. Additions & Changes: - The whole aimd.ini has been edited for optimization (trigger weights, taskforces, scripts, etc.). Clean coding has been applied for developers interested in developing this project. - Brutal AI making more constant attacks with small task forces. - Flak troopers can now be trained directly from Soviet Barracks without Radar Tower for balance. I will be releasing a more comprehensive structural update with campaign support for those interested in the near future. Stay tuned for further updates😎🤘 -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
!!!HOTFIX & LATEST PHOBOS EXTENSION HAVE BEEN APPLIED ON V1.1!!! -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
!!!THE FIRST INITIAL RELEASE IS JUST COMPLETED. GET READY FOR THE TEST!!! WARNING: This mod is a comprehensive enhancement in the vanilla game dynamics, No significant alterations and modifications occurred "ex: Another Boomer Sub unit but modified for only fire on the land or building Yuri Statue as a defensive structure, etc." Known Error: The current mod always keeps crashing with the new spawner (gamemd_spawn.exe), so it runs on classic gamemd.exe. I would appreciate if you could let me know where I need to edit ClientDefinitions.ini or any other configuration file. 1. New Fixes & Additions & Changes I applied in Vanilla Red Alert 2 + YR * FIXED AI Defensive Units Stop Approaching any attacker, stuck on its latest cell and locked on their latest attacker in If they took any damage... * FIXED Harvesters stop collecting when no ores remain in a moment. Now AI will trigger their idle miners. + ADDED MCV Production Priority feature. 2. New Additions with Phobos Extension 0.3.0.1 + ADDED Efficient Bridge Repairing operation by AI. (Not intelligent, just a bit more efficient than Vanilla, because AI does not detect which bridges are destroyed in the map & Which side of Repair Hut is available to reach. Installation of Mod: +Drag and drop all the files in the .zip into the main directory as they are. You don't need to make any backups. Uninstallation of Mod: +Run "un[AI]nstaller.bat" in admin mode to remove it. After that, you must reinstall the latest CnCnet patch from the Update Center. It will restore the whole game. -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
BRCKHAN88 replied to BRCKHAN88's topic in RA2/YR Maps
Thank you for your valuable comments, I plan to share the CnCNet-compatible version with additional arrangements in a couple of days. However, I'm going to make this project more comprehensive than just a few .ini modifications, because most of the changes I want to make are structural. My future goal is to implement this as an update to the game if we can get the concept to a majority in this thread. It would be useful for me to clarify a couple of points you made in your comment, because I think the goal is not quite clear at that point: Flak weapons are effective in multiple targets because of it's spreading projectile but when the distance increases with target, it can easily loose it's impact and the accuracy gets unstable . On the other hand Flak track has an special ability to crush fences and sandbags so it's spreading projectile becomes an advantage only if it can shoot on mobile to maintain it's optimal distance IMHO. To be honest, I don't agree with this point, because Apocs are juggernaut units, they need to be heavy and effective offensively, whereas, with a fixed turret, it is more advantageous to position them only defensively because as you say they are too slow to make an effective attack and this makes them an open target. So providing mobile firing capability doesn't make them more agile, but it makes them an effective offensive unit. Because I think Apoc should have enough endurance to take at least 4-5 units with it until it is destroyed, and it is difficult to achieve this without mobility. If I increase the range, Apoc will stop being an offensive unit and become a defensive artillery and this will take the unit away from its original purpose. -
SIEGE UPDATE ON F[AI]R MOD HAS BEEN RELEASED!!! You can download the latest version from our MODPAGE!!! ***Summary*** Hello Commanders & Comrades of Red Alert 2 & Yuri's Revenge Universe, From now on, I will proudly share my unofficial patch-like modification of Red Alert 2 & Yuri's Revenge called F[AI]r Mod. This mod aims to enhance gameplay dynamics and vanilla experience without creating unfair conditions, so do not consider it just an AI patch. This mod aims to improve Red Alert 2 + Yuri's Revenge's gameplay dynamics and vanilla experience without creating unfair conditions by fixing errors, adding Intelligent but Fair AI for extra challenge, making some graphical updates, implementing CnCnet integration with all official campaigns, adding CnCnet Soundtracks, etc. All of these enhancements will blend your Red Alert 2 & Yuri's Revenge experience with current elements, taking your nostalgia experience to the next level. ***What is F[AI]r / Why F[AI]r*** Let's be honest, most of the Red Alert 2 fans like me are annoyed about how awful the AI of the game is, the bugs that have never been solved, and the old gaming engine that creates a lag in most scenarios. CnCnet brings a more modern engine that slightly fixes performance issues, but other issues still remain. The rebalance configurations are not enough to fix unfair conditions, and also some features completely altered Vanilla Units characteristics. At this point I began to search for modifications to enhance my gaming experience, trying some AI or improvement mods like other players. I experienced most of the solutions developed by other players, unfortunately, most of them are based on producing and sending bigger task forces by providing most of the power and resources to AI that Human players can't have due to the engine restrictions. In addition to this, some of the AI mods have lots of modded units for AI but players can not produce. That makes the gameplay challenging I agree, but unfair, that's my key motivation for making this mod. Let me give an example, in most mods, all AI factories act like cloning wat to provide AI more space for foundation and produce their teams agile. This mod improves AI's foundation skills so they can build more factories in the same space to make their productions faster just like human players do, with no more filling areas with power plants unnecessarily. Also, this mod disables AI factory cloning to make it fairer. For another example, in most scenarios, AI does not obey the prerequisites when producing teams, like Allied AI House creates a destruction team filled with Prism Tanks and Mirages without Allied Battle Lab. This mod also prevents most of these types of scenarios by using smart triggers for AI. F[AI]r Mod offers a tough gaming experience in balanced and fair conditions; No modded units, no cheats, no initial money bonus, no prerequisite violations, equal just like human players. You can read all the changelogs in the next section to learn how I did it. ***List of Change&Additions*** 1. Fixes & Additions & Changes I applied in Vanilla Red Alert 2 + YR * FIXED CnCnet cnc-ddraw freeze on pause. * FIXED AI task forces stuck in his own base. * FIXED AI cannot send their task forces to defend their buildings when they are under attack. * FIXED AI unit freeze randomly. Now all the targeting features are optimized in rules(md).ini. * FIXED AI Siege Choppers can not regroup. * FIXED AI cannot accept Oil Derricks as a resource gatherer. * FIXED IFV repair turret. Now AI units repair their own units at any angle. * FIXED Infinite Money glitch on House which has Grinder and Industrial Plant at the same time. * FIXED Elite Chrono Legionnaire can not shoot through walls. * FIXED Allied Amphibious Transport can crush infantries when Soviet and Yuri counterparts can not. * FIXED Patriot Missiles and Flak Cannons can not fire paratroopers. * FIXED Prism Tower Support Power shots make an instant kill on every unit. * FIXED Invisible Apocalypse Muzzle Flash. * FIXED AI Harriers&Beagles dummy hanging state. Now they are flying over enemies more than before. * FIXED Harvesters stop collecting when no ores remain in a moment. Now AI will trigger their idle miners. * FIXED Animations on Allied Battle Labs and Radars. Now their animations are freezing when blackout. (Same as Yuri Tech Buildings.) * FIXED Flak Units lose too much power on their weapons when promoted to Elite Level. Now their values are balanced with their regular guns. * FIXED RA2Mode Cloning Vat grinder ability. * FIXED RA2Mode AI Sell Buildings when out of credit although it has both Refinery and Harvester. * FIXED Wrong FLH values (Flak Track's Secondary, Apoc's Mammoth Tusk, Yuri Bust, CASANF17, etc.) * FIXED Chopper & Deployed Chopper can't take Mission Move commands combined. * FIXED Prerequisite inequality on Allied factions. (In the Vanilla version, Allied factions have two different Air Force types using the same assets and logic, so it was necessary to use overarching prerequisites for Allied radar tech. This naturally meant that any Soviet or Yuri faction opponent who captured an Allied barracks could easily produce rocketeers with their own radar. This injustice has now been completely fixed.) + ADDED CnCnet Support; New UI & New Spawner Engine & Customized features like enabled Campaign Colors etc. + ADDED Base defense & patrol teams with intelligent scripts on every faction. Now AI defense teams are more sensitive than before. + ADDED MCV Production and Base Expand Priority feature for AI. Also, MCV Production Trigger bonded with their prerequisites for all factions. + ADDED Crush feature on all artillery. Now Prism, V3, and Magnetron have little opportunity against small groups of infantries. + ADDED MC Technotypes have the ‘Sensors’ feature. They now can detect submerged units to give the Yuri Faction the ability to advance in Navals. + ADDED Hero Units (Tanya & Boris) now detect any disguised units. Now they're becoming more functional on the battlefield. + ADDED voicelines of RA2 Tanya on YR Tanya. Now she is more prime than before + ADDED AI now defends their strategic Tech Buildings such as Oil Derricks, Airports, Machine Shop etc. + ADDED Individual AI Generals feature from Tiberian Sun. (AI.tlb has been applied to rules(md).ini). + ADDED Threat Avoidance Coefficient on Engineer-Like & Transport & Ranged units to avoiding from threats on their missions. + ADDED AI Secret Lab Team Production. & CHANGED ai(md).ini completely optimized; added new Phobos scripts, removed unnecessary task force & scripts. & CHANGED HarvestersPerRefinery: (2,2,1-->4,3,2). Small Buff applied to AI Economy. & CHANGED TeamDelays: (2000,2500,3500-->300,400,500). This makes AI attack sooner and constantly. (Below 300 makes AI confused when creating teams.) & CHANGED Crush distance from 1.8 to 6 so most of AI main battle tanks prefer crush infantries instead of firing. & CHANGED Allied Power Plant increased to 250 power from 200, so Allied counterpart now gains more foundation areas. & CHANGED Yuri Bio Reactors reduced to 100 from 150 for supply power balance between factions. & CHANGED Tank Destroyer weapon attributes; Increased Range:(Green: 5-->6.75; Elite: 6.5-->7.5). In addition of these, Both weapons apply enemy structures more than the original (But their damage is still weaker than the Grizzly does.). Now Tank destroyers become more valuable assets in Tank battles. & CHANGED Tesla Tanks weapon attributes; Increased Range:(Green: 4-->5; Elite: 6-->6.5). & CHANGED All AA Vehicles (IFV, Flak Track) OpportunitiyFire to "yes" from "no". Now all of them shoot on mobile. & CHANGED Apocalypse & Tesla Tanks OpportunityFire to "yes" from "no". Now Soviet Power Supremes obtain a real "Challenge". & CHANGED Elite Prism & Green Magnetron Weapon Range: 10-->12. & CHANGED Elite Deployed Siege Choppers & Elite Magnetron Weapon Range: 12-->14. & CHANGED Sights of Ranged Units (SREF, TELE, V3, SCHD) are equalized in 12. & CHANGED The Primary Weapon of Battle Fortress has been changed. Now they are firing PARA instead of 20mmRapid (damage and range increased). & CHANGED Vehicles Movement zones; Now most of the units will cannons try to destroy obstacles when they get stuck. & CHANGED Miners size in transport:(Chrono & War Miner:3-->4; Slave Miner:3-->6). (I increased Slave Miner's size more than others because Slave Miner has an embedded refinery. This makes more sense to me.) & CHANGED Magnetron's and Apocalypse's size in transport:(Apoc: 6-->4, Tele: 6-->3) Now Soviet and Yuri counterparts make more efficient naval invasions. & CHANGED Max Queued Objects to 99 from 29. You can easily manage queued units by a combination of Click+SHIFT. & CHANGED Threat Values of Every Single Technotype&Buildingtype for AI. Also, Threat Calculation coefficients have been tuned for better reaction. & CHANGED Tiberium Long Scan Radius. Now Miners wandering for new resources on far points. & CHANGED AI Dissolve Unfilled Delay: 5000-->2400. This will allow AI to pursue a more dynamic production strategy, and not be restricted to producing the current triggered team. & CHANGED AI Virtual Purifiers amount in order of h;m;e: 4;2;0-->10;6;2 . I know that getting an extra cash bonus on each dumping of enemy harvesters would go against the game's fairness, but I think it's a fair deal considering the limited number of factories the AI can build. I also think that it's the starting conditions that make the game unfair, not the fact that the AI gets more credits per harvester than the player. & CHANGED All Dog unit's default guard range from 8 to 16. Now dogs have stronger senses against enemy spies than before. & CHANGED Flak Trooper's prequisite. Now it can trained directly from Soviet Barracks without a Radar Tower for balance. & CHANGED Yuri Bust skin and aims. Now it has a higher resolution firing with two lasers. & CHANGED Cloning Vats in YR moved to Tech tab from Combat tab just like in RA2. - REMOVED AI Money Bonus in Multiplayer. Now AI and Human Players start in the same conditions. - REMOVED Duplicate or Unnecessary Flags in most of the original .ini files. - REMOVED Herobrine 2. Additions with ARES Extension * FIXED Factories acting like Cloning Vats for AI. + ADDED AI will build multiple factories (Depending on their difficulty.) This method makes AI fairer than the cloning method in producing bigger task forces. + ADDED Allied AI on difficult level may build more than one Robot Control Center. + ADDED All AI factions now may build more than one Repair Depot (Grinder for Yuri) to keep MCV production under guarantee. + ADDED Team Retaliate feature for every task force. Now AI task forces will act like a group rather than acting individually. + ADDED Colorful walls. Looks amazing and also every player may notice their walls for sale. + ADDED Tech Structures will by default return to the civilian side when a player is defeated or giving up rather than self-destruct. !!!NOTE: You can also read all fixes ARES made on Vanilla YR Engine from this webpage: https://ares-developers.github.io/Ares-docs/bugfixes/ 3. Additions with Phobos Extension * FIXED AA Only Weapons now target AA units effectively like ground targetting. (by Starkku) * FIXED AI naval vehicle production. Now AI produces naval units independently from ground units. (by Starkku) * FIXED Wounded AI Units were massing around of Service Deport. Now they send their units one by one like human players do. * FIXED The bug that parasite will vanish if it misses its target when its previous cell is occupied (by TaranDahl/航味麻酱) * FIXED Units are now unable to be kicked out from a factory that is in the construction process, and will not always stuck in the factory. (by CrimRecya & TaranDahl) * FIXED Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix. (by Tyuah8) * FIXED New Attack scripts directly target any disguised units. Now AI uses a "DetectDisguise" ratio before targetting. (by FS-21) + ADDED Placement Preview on every building. + ADDED New intelligent attack script on AI Taskforces. Now AI will hunt down every single unit smarter than regular. (You can find it here: https://phobos.readthedocs.io/en/latest/AI-Scripting-and-Mapping.html) + ADDED Efficient bridge repair operation scripts for AI engineers. (by FS-21 ) + ADDED Building placing and deploying logic enhancement, now all human or AI units inside the foundation area will scatter automatically outer the region. (by CrimRecya) & CHANGED AI Gather at Deployed MCV behavior has been disabled. (This feature will be switchable on Rules(md).ini) (by TaranDahl/航味麻酱) & CHANGED AI Defeat Hunt behavior is now able to be customized. (by TaranDahl/航味麻酱) & CHANGED Jumpjet Climbing Logic Enhancement. Now they level their height before reaching the obstacle like a cliff, highrise, etc. (by CrimRecya) !!!NOTE: You can also read all fixes Phobos made on Vanilla YR Engine from this webpage: https://phobos.readthedocs.io/en/latest/Fixed-or-Improved-Logics.html 4. Known Bugs % Deploy Action sometimes gives an error on Units that are tagged with IsSimpleDeployer or DeploysInto/UndeploysInto; randomly become invisible or glitched, probably Phobos Bug. % Siege Choppers deploy action mostly asyncronized; This is caused by the method I applied to fix the Selection problem, Convert.Deploy feature of Ares is missing or needs to be improved. % Siege Choppers Instantly get killed on Chrono Warp; same reason as the previous item. Landing choppers needs to be fixed in the ground, simultaneously it has to be levatiated under EMP. The only fix I could apply is setting the movement zone and speed type in opposite behavior so it conflicts with movement. NoManualMove tag on Phobos or setting Speed=0 did not meet minimum requirements. % AI Tanks cannot acquire target enemies in water cells automatically. They needed to be poked. % AI doesn't update placement locations for Wall foundations around buildings that are tagged ProtectWithWall=yes. % AI Chonosphere cannot warp Units between islands. % Invisible MCV bug still continues -_- % You Tell Me. ***Credits to All Contributors*** Thanks to all the developers of Ares & Phobos extensions I was able to overcome some of the limitations of the game engine and make the game simpler, smoother, and fairer. I would also like to thank @TK3600 for inspiring me to make this improvement. If you are also satisfied with the experience I have created, you can follow the progress of the projects and support the developers on the pages I will leave below: Link of Official ARES Extension Webpage Link of Official Phobos Extension Webpage PS:I'll be grateful If you share your feedback and suggestions with me after you get experienced so I can continue to develop my work.