peterthepigeon Posted July 28, 2013 Share Posted July 28, 2013 00438719 8B40 48 MOV EAX,DWORD PTR DS:[EAX+48] 0043871C F640 05 02 TEST BYTE PTR DS:[EAX+5],2 00438720 74 07 JE SHORT C&C952.00438729 00438722 B8 19000000 MOV EAX,19 00438727 5A POP EDX 00438728 C3 RETN 00438729 B8 C4020000 MOV EAX,2C4 0043872E 5A POP EDX 0043872F C3 RETN TEST BYTE PTR DS:[EAX+5],2 This tells us if this is the computer player or the human player. Now to answer what the non RE programmers are asking. What is going on? The answer is trivial, the computer player and human player's harvesters both carry 28 bails of tiberium. This is obvious, but what isn't so obvious is that the computer's bails are worth an astounding 708 credits per bail vs the 25 credits the human player gets. That's really it, to be honest. Link to comment Share on other sites More sharing options...
Nyerguds Posted July 29, 2013 Share Posted July 29, 2013 ...the hell? Really? Woah. That's awful Thanks for this information, it's really really useful Link to comment Share on other sites More sharing options...
Iran Posted August 16, 2013 Share Posted August 16, 2013 Sadly this isn't the case in Red Alert 1 and I've been meaning to patch the game to add this logic, because in skirmish the AI runs out of money really quickly. To be fair everyone does.. Link to comment Share on other sites More sharing options...
Prometheus Posted November 9, 2013 Share Posted November 9, 2013 Ooops... from my observation i was pretty sure the computer always gets twice the amount the player gets. But you're saying he basically fills up all his silos, as long he has less than 13 (assuming he also has only one refinery... otherwise adjust accordingly). So in fact all these guys who claimed that were (almost) right, and I always thought "it seems they weren't paying enough attention"... so, it was me who wasn't paying enough attention... now i wonder how i get that "twice the amount" idea well, i know how i arrived at that, but there must have been something i overlooked: when trying to "starve" the AI, i noticed that if only one of his harvester got through, he was able to build a new one. that part is obvious, and is still works with this new information. however, i also was under the impression that that money was barely enough to purchase that extra harvester. and i have no idea why i thought that. maybe his silos looked almost drained when his new harvester arrived. maybe he was building other stuff which i overlooked... do any of you know if maybe the computer has to pay his stuff "up-front" instead of gradually during the construction, like the player does? if so, that might explain this observation. speaking of this: how much faster does the computer build than the player? and what does the level have to do with it ... is it the build level of the mission, or is it the actual number of the campaign mission which makes it go faster? or something else entirely, maybe that mysterious "Percent" setting in the INI? Link to comment Share on other sites More sharing options...
cn2mc Posted November 9, 2013 Share Posted November 9, 2013 I think the computer builds at the same speed the player does, BUT the AI can simultaneously (as opposed to just faster for human players) produce units from its factories. It can also erect two buildings at the same time if it has two CYs, etc. Link to comment Share on other sites More sharing options...
Jacko Posted November 9, 2013 Share Posted November 9, 2013 I think the computer builds at the same speed the player does, BUT the AI can simultaneously (as opposed to just faster for human players) produce units from its factories. It can also erect two buildings at the same time if it has two CYs, etc. In RA the mutliple factories + production applies but they also build faster meaning on those (dumb) infinite money maps if someone has cyed 100 times and leaves/disconnects the AI becomes practically unbeatable Link to comment Share on other sites More sharing options...
AchromicWhite Posted February 17, 2014 Share Posted February 17, 2014 I was actually well aware of this... actually, I thought that the computer just got everything auto filled if it got a harvester back... which is why i don't bother to shoot the harvesters unless I can kill them all... even then, it's easier to just blow up their base. Like, I thought it didn't even have a number associated with the number of bails for the comp harvester... just 100% auto fill all silos. Which, on some levels is HEAPS of money. even if you kill the harvesters, they can just build loads more, and heaps of other units. Not to mention, if they still have con yard, they can basically rebuild their whole base instantly, which, I've also seen them do. This means if you don't just blow up the con yard and then factories, it's very hard to win the final missions. -Liam Link to comment Share on other sites More sharing options...
Jacko Posted February 17, 2014 Share Posted February 17, 2014 plus on the few missions where the enemy have conyards (i.e. final missions and a couple of covert ops missions) they can rebuild the other conyard if one is still functioning. Link to comment Share on other sites More sharing options...
AchromicWhite Posted April 7, 2014 Share Posted April 7, 2014 Yes... which is pretty funny seeing a truck just appear and then deploy on the spot... because the "unfold" of the MCV is just the build up anim for the con yard. (Obviously why you see the truck when you sell it also). Link to comment Share on other sites More sharing options...
Karpet Posted October 5, 2014 Share Posted October 5, 2014 Sadly this isn't the case in Red Alert 1 and I've been meaning to patch the game to add this logic, because in skirmish the AI runs out of money really quickly. To be fair everyone does.. I'd really support this. When I make maps, they just don't harvest quick enough, the AI, and they don't even get enough money from doing so. Link to comment Share on other sites More sharing options...
Messiah Posted October 5, 2014 Share Posted October 5, 2014 Karpet, you could add something like EasyAIGoldValue=100 EasyAIGemValue=200 NormalAIGoldValue=50 NormalAIGemValue=100 HardAIGoldValue=25 HardAIGemValue=50 to the [AI] section of your map or rules.ini to calibrate your enemy! e.g. 100 means a full harvester will give 28*100 = 2800 credits at once! (For any reason, HardAI... here means when you play at easy mode and EasyAI when you play hard) Link to comment Share on other sites More sharing options...
Karpet Posted October 5, 2014 Share Posted October 5, 2014 Never knew this! Thanks man I'll try this stuff out. Now I won't have to worry about adding so much tiberium to the map for AI Link to comment Share on other sites More sharing options...
Allen262 Posted October 5, 2014 Share Posted October 5, 2014 Goatmessiah None of those keys are found in RA1. Link to comment Share on other sites More sharing options...
Messiah Posted October 5, 2014 Share Posted October 5, 2014 They are part of Iran's patch. Link to comment Share on other sites More sharing options...
Allen262 Posted October 5, 2014 Share Posted October 5, 2014 I see. That is what I get for opening the wrong version with the hex editor... *Puts on dunce cap and sits in corner.* Link to comment Share on other sites More sharing options...
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