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Red Alert 2:YR AI improvement mod (Update!! 1.21.06.22) Compatible with CNC client now


TK3600

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https://www.dropbox.com/sh/kwiimgv5z5ee0sr/AABo-urDDg_fuuv5K99qTYZka?dl=0

Version: 1.19.05.16

You need to put the files in the main folder. In addition to AI improvement, changes include some mild balance change, mostly country unique units. There is only buff no nerf, and the buffs are very mild. Please don't feel intimidated.

 

Notable AI changes:

  1. AI create larger task force and better unit composition. No more 4 grizzly tanks feed in hopelessly.

  2. Siege units are now able to maintain proper distance. Prism tanks and V3 actually use their range advantage instead of going into middle of your base. If you are used to turtling behind a few prism towers you better watch out!

  3. AI actually use navy now. In addition to larger forces, they will use naval bombardment.

  4. AI capture tech buildings better. They will capture oil derick sooner so players do not have monopoly over it.

  5. AI will build 2 war factories now and 2 air base. AI used to only build 1 factory which is a weakness in late game. This will compensate that. Larger air base means planes will not just damage, they can destroy a target.

Misc changes like smarter super weapon usage, improved base defense, and etc.

My philosophy is making AI smarter, not making it cheat like having more money. Well, at least not making it cheat more than it already does. :P

There are still some more changes to be made, like making them do complex amphibious invasion. Overall I am proud of my changes, and I have yet to see better mods out there doing this. I am sharing this with you guys. Feel free to give me any suggestions on where to improve, I am here to listen.

 

Follow this post for updates on this mod. It will be updated frequently(usually weekly).

Edited by TK3600
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Notable balance change:

  1. Demo truck more damage, more HP. It is enough damage to kill warfactories and grizzly tanks now. Cost 1400 from 1700.
  2. Terrorists do more damage, no damage to friendly terrorist, immune to crush, only require barrack to build now.
  3. Tesla tank slightly more range, ensured longer range than basic infantry. Can also fire on the move to complement Rhino attack.
  4. Tank destroyer shoots longer than Rhino tanks now, ensure it fire first in a defensive encounter.
  5. Increased threat rating for mind control units, they will be target first in a fight, thus helping AI.
  6. Tesla trooper fire slightly faster and longer range. (Same range as GI)
Edited by TK3600
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On 27/12/2017 at 7:38 AM, TK3600 said:

Notable balance change:

  1. Demo truck more damage, more HP. It is enough damage to kill warfactories and grizzly tanks now.
  2. Terrorists do more damage, only require barrack to build now.
  3. Tesla tank slightly more range, ensured longer range than basic infantry.
  4. Tank destroyer shoots longer than Rhino tanks now, ensure it fire first in a defensive encounter.
  5. Increased threat rating for mind control units, they will be target first in a fight, thus helping AI.
  6. Tesla trooper fire slightly faster and longer range. (Still shorter range than GI and conscript)

From what I read, I do not see any "smarter AI improvements" here. Unless these basic unit tweaks only applies to the AI player?

Edited by FazeXWIS
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On 12/29/2017 at 7:28 PM, FazeXWIS said:

From what I read, I do not see any "smarter AI improvements" here. Unless these basic unit tweaks only applies to the AI player?

Those are the balance change in addition to AI changes. From the original post:

Quote

Notable AI changes:

  1. AI create larger task force and better unit composition. No more 4 grizzly tanks feed in hopelessly.

  2. Siege units are now able to maintain proper distance. Prism tanks and V3 actually use their range advantage instead of going into middle of your base. If you are used to turtling behind a few prism towers you better watch out!

  3. AI actually use navy now. In addition to larger forces, they will use naval bombardment.

  4. AI capture tech buildings better. They will capture oil derick sooner so players do not have monopoly over it.

  5. AI will build 2 war factories now and 2 air base. AI used to only build 1 factory which is a weakness in late game. This will compensate that. Larger air base means planes will not just damage, they can destroy a target.

Those are the most obvious changes. There are many minor/detailed changes I did not list. I put like a hundred hours learning, testing and adding things. Here are some examples.

1. Soviet Union actually build a 3rd factory because their faction rely on it more. It can tank rush better because it rely on early game to dominate. Other factions build 2. Original game AI only build 1.

2. Reworked unit composition entirely. Remember those tank destroyer only attack from AI Germany? Well they sucked balls because TD is useless against buildings and infantry. It is stopped by a few GI. Now they use TD into a mix of attack force of grizzly, prism, mirage, IFV. Similarly unit composition are optimized on all AI attacks, a complete rewrite!

3. Script reworks. Remember AI's weakness focus on 1 target and completely ignore your tanks flanking them? Well they are scripted poorly to only attack a specific target like "only base defense" and not any tanks. The game actually have code for smart decision makings but they are rarely used. My scripts makes AI more versatile, they will focus down priority threats, then things close to them, then push up. They will not ignore tanks killing them, and they will not push into a nest of prism tower when there is unguarded power plant next to them. That is just one example.

4. AI is much richer, not because of hacks. They will rush any unoccupied oil dericks, like players. They will build up to 6 miners as opposed to 5. 

5. AI will try to build a MCV asap when construction yard is gone, if possible. Previously the trigger is so weak AI almost never replace it, which means the moment construction yard is gone from air strike losing is just a matter of time.

6. AI tanks will attempt to crush infantry. Only applies to basic tanks like grizzly, rhino, lasher, robot, tank destroyer. Prism tanks are mirage tanks are better off shooting them.

7. AI tanks have some forms of AA support, and the AA tanks are no longer ahead of battle tanks in formation due to modification on "leadershiprating". This means cheap tactics like a bunch of rocketeer can no longer stop a tank rush.

8. Smarter super weapon targeting. They are in for the kill. Construction yard is less targeted because all it will do is cause repair bill, no real destruction. 

9. AI save 250 more credit for emergency repair.

10. Soviet AI fill up their bunker more, and will attempt to distract you with conscripts when tank rushing. 

11. Without tanks to counter attack prism tanks can annihilate your entire base. They will no longer run into the middle of your base into prism tower range.

12. Similarly V3 rocket maintain their distance, has tanks to escort/distract, and has enough rocket quantity that insignificant AA cannot stop them.

13. There is another mod out there called "artificial brutality" that attempt what I am doing but failed hard. What they did was make attack as large as possible, like 25 rocketeers. That was very slow to produce, easy to counter, and often AI lose before such force is even assembled. I carefully limited the size that it strikes not too slowly, but strong enough to overwhelm any adhoc defense.

14. AI has a limit on how fast they can build attack teams. I lowered it quite a bit so attacks are more frequent, but not so frequent that it causes bugs.

15. Soviet AI use apocalypse tanks and rhino tanks to defend base, as opposed to a few conscript. They stop cheap tactics like prism tank only rush.

16. In general AI patrol pattern include their factory now, which they ignored for easy attacks before.

17. AI use dog to guard barrack, factory, refinery now. Spy needs more careful maneuver than 1 click now.

18.  Korea had no anti-tank strike script, I added it.

19. Allies use robot tanks and prism tanks against Yuri faction to avoid mind control units, instead of regular forces.

20. Service depot is built by AI now, though it is slightly buggy. AI Soviet use nuclear power plant now.

Many many more changes that I either forgot or didnt bother mention because there are so many. I lost those change log by an overwrite accident.

Edited by TK3600
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1 hour ago, vase070 said:

Can i play with this mod online ? Me and a friend want to take on 6 brutals using this mod if possible ofc 

I am not sure if you can do LAN, but CNC net client disable half the mod likely as part of anti-cheat system. AI will still use larger attack forces, but their strategic decision is bad. Tanks will park next to your base being hit by prism tower while grouping up, just like before. Still better than original, but it will not be its full potential.

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Ahh thats to bad i really wanted to try this mod out with my friend the brutal ai right now are far to easy to beat even with superweapons on, its not even a challenge, but anyway i will try this out myself and try to beat 7 brutals alone if they as smart now as you say they are they should crush me, i might try to make a vid demonstrating the ai of this mod beating, 7 brutals is going to be a challenge.

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3 hours ago, vase070 said:

Ahh thats to bad i really wanted to try this mod out with my friend the brutal ai right now are far to easy to beat even with superweapons on, its not even a challenge, but anyway i will try this out myself and try to beat 7 brutals alone if they as smart now as you say they are they should crush me, i might try to make a vid demonstrating the ai of this mod beating, 7 brutals is going to be a challenge.

Awesome. Send us a link when ever you are done. I will be super impressed if you manage it without cheap tactics like blowing up bridge.

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Update:

If you already see those changes in game before I posted, it is because I like to upload every change I made immediately. I save up the log until it is large enough to not spam the forum with every little change. Here is the change log for every change start from the beginning of original post:

1. Sentry gun and pill box are now placed further from other building to prevent blocking tanks.

2. Increased base defense building cap to accomodate larger base caused by extra factory.

3. V3 rocket max speed buffed to dreadnought level. Acceleration might be different (slower).

4. Soviet refinery is now placed 1 extra space away to prevent miner being blocked.

5. Adjusted anti rating of base defense for more appropriate counter vs enemy composition. Sentry gun and pill box are used less against tank heavy enemy, but battle bunker used more.

6. Fixed a mistake of Hard AI use Medium AI's prism tank rush and vice versa.

7. AI conserve 350 credit more over original (900) for emergency repair.

8. Slightly larger Yuri attack force.

9. Allied and Soviet force now can capture machine shop and hospital. Huge!!!

10. Tesla tank buffed to same range as Grizzly tank.

11. Demo truck is now available in crates.

12. Fixed the bug of Korean Black Eagle failing to land.

13. Russian Tesla attack is now supported by AA.

14. Soviet and Allied use 6 miners now. Their economy is pretty scary now.

15. Soviet Union use Apocalypse tank to patrol base now.

16. Adjusted air strike script to target machine shop and oil derick.

17. Soviet fill their battle bunker sooner, and distract you with conscript rush.

18. Apocalypse tank now auto acquire target on the move.  It could not do it before, which is why it felt really clunky. It is also one of the reason why pros use rhino tanks instead of it.

19. Change AI patrol pattern to protect factory better.

20. Tank Destroyer also auto crash infantry now.

21. Kirov will auto fire if moving pass enemy. Helps dumb AI focus.

22. Adjusted tank formation of AI so they do not put AA tanks in front of battle tanks.

 

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3 minutes ago, dkeeton said:

@TK3600

Can you create files that contain only your changes that are different from the base rules and ai.ini files. (and any other files).

This is something that might be able to be included as an option the CnCNet Launcher.

What do you mean exactly? Only file need to change is RulesMD and AI.ini. I used to do it with TibEdit, but it was buggy so I gave up. If you are saying to include only the AI changes and none of the balance change, I can try. But it will still be blocked as it modifies RulesMD.ini. 

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25 minutes ago, dkeeton said:

I mean, if you changed


[something]
1=firstthing
2=secondthing

to


[something]
1=firstthing
2=secondthing
3=extrathing

then create a file like


[something]
3=extrathing

So, in other words, only include the difference.

I am not sure if that is possible without some kind of injection. How about CNCnet client keep both original and modded files, but only use my files when the check is marked? Would the injection work if it requires replacement instead of extra bits? It will be great if you can give me an example, like the current "brutal AI" option.

Edit: I get what you mean. I don't think if I include only the difference the file will work, so obviously you guys know how to inject them. It will be one hell of a pain though, because there is probably 100+ changes made, and change log is lost in an overwrite accident. I would need to compare the difference between two files with an online text difference finder.

Edited by TK3600
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24 minutes ago, TK3600 said:

Edit: I get what you mean. I don't think if I include only the difference the file will work, so obviously you guys know how to inject them. It will be one hell of a pain though, because there is probably 100+ changes made, and change log is lost in an overwrite accident. I would need to compare the difference between two files with an online text difference finder.

Yes. You just need an INI context differ. They exist.

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5 minutes ago, dkeeton said:

Yes. You just need an INI context differ. They exist.

Can you show me one? I never used one. I am no programmer, I am learning everything from scratch because I love this game.

 

Edit: And I have no original RulesMD.ini backed up. AI.ini however is not disabled by CNCnet, so if I don't need to work on that it would be doable. I basically rewrote the thing.

Edited by TK3600
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5 hours ago, TK3600 said:

18. Apocalypse tank now auto acquire target on the move.  It could not do it before, which is why it felt really clunky. It is also one of the reason why pros use rhino tanks instead of it.

19. Change AI patrol pattern to protect factory better.

20. Tank Destroyer also auto crash infantry now.

21. Kirov will auto fire if moving pass enemy. Helps dumb AI focus.

22. Adjusted tank formation of AI so they do not put AA tanks in front of battle tanks.

2

How did you make these changes?

I've done some Ai editing in the past and was thinking about making a pro Ai for cncnet so it could be used for a few game modes.
To get the best Ai you will need to edit maps and make Ai use waypoints to tank split and use alternating attack routes, even move their mcv to establish new bases, etc...
Ai needs to be map specific. ;)

Edited by FReQuEnZy
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7 hours ago, TK3600 said:

Can you show me one? I never used one. I am no programmer, I am learning everything from scratch because I love this game.

 

Edit: And I have no original RulesMD.ini backed up. AI.ini however is not disabled by CNCnet, so if I don't need to work on that it would be doable. I basically rewrote the thing.

 

I've attached the rulesmd.ini file.

rulesmd.7z

Edited by dkeeton
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4 hours ago, FReQuEnZy said:

How did you make these changes?

I've done some Ai editing in the past and was thinking about making a pro Ai for cncnet so it could be used for a few game modes.
To get the best Ai you will need to edit maps and make Ai use waypoints to tank split and use alternating attack routes, even move their mcv to establish new bases, etc...
Ai needs to be map specific. ;)

No, rulesMD.ini and AI.ini are hidden in mix file. I extracted them and I am able to make general, not map specific changes. As for apocalypse tank, I simply added "OpportunityFire=yes" to its stats.

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I thought you made those changes through Ai. 

The map editor has a more advanced Ai editor, I don't understand how you can truly edit the Ai without it, seeing as you can't make scripts that easily in a text editor, you'd need to know all the numbers for corresponding actions, events, triggers, etc...

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18 minutes ago, FReQuEnZy said:

I thought you made those changes through Ai. 

The map editor has a more advanced Ai editor, I don't understand how you can truly edit the Ai without it, seeing as you can't make scripts that easily in a text editor, you'd need to know all the numbers for corresponding actions, events, triggers, etc...

No, the map editor is same as txt file, with a few extra map specifc functions, like remove certain triggers on some maps. Other than that the mechanism is the same. I actually included a guide in my files called AI.htm. I found it online. I learned everything from scratch. Other than that there is a mod wiki for RA2 out there, and I consulted community when I ran into trouble. I copied a few script from other mods, namely repair IFV and naval bombardment, and I improved them further.

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It's easier with the map editor because it tells you what does what, so there's no guesswork or a need to consult the community/wiki.
Once you have triggers and scripts set up the way you want them you can always copy them from the map file or learn what does what from the editor descriptions.

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1 minute ago, FReQuEnZy said:

It's easier with the map editor because it tells you what does what, so there's no guesswork or a need to consult the community/wiki.
Once you have triggers and scripts set up the way you want them you can always copy them from the map file or learn what does what from the editor descriptions.

The thing is I pretty much memorized what does what and I barely look at guides now. Besides, map AI editor is map specific, I want sweeping general changes. 

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1 hour ago, dkeeton said:

 

I've attached the rulesmd.ini file.

rulesmd.7z

I ran into some problem. For example, I modified "ThreatPosed" on different units, and there are multiple copies of it whose location determines which unit gets changed. Do I need to include the unit name so context is included?

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