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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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If I tell you all of my AI's unique features then how will mine be any different from yours? 

Are we not rivals?! :P

I'll tell you the bug though, after a certain number in the buildings list (for targeting in the scripts) the buildings have incorrect names, so you have to select one building before the actual one you want. 

I forgot the exact number where it starts going wrong, but I know it affects all yuri buildings. 

 

For the naval transport make it move to your barracks or factory first, than use the load transport script action + guard area 20-30 ticks, move to enemy building (must be specific), unload transport action (2 return transport on unload keep units), any attack commands after that.

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3 hours ago, FReQuEnZy said:

If I tell you all of my AI's unique features then how will mine be any different from yours? 

Are we not rivals?! :P

Philosophy. Despite the fact I am really impressed by Toveena's weapon effects, I will never add them because I want the game to be basically the same. Our differences would be:

 

1. Your adjustment is map specific, intelligently using different paths. My AI will keep going the same way, but it will work on any map.

2. I included some balance change, you only changed AI.

3. I tend to focus on the macro side of things, while your attacks are very specific like targeting economy.

4. Your AI go all in basically have no base defense. Ultra aggressive.

 

I know the fix. Download my mod, it has the correct ordering of building numbers. Copy it.

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24 minutes ago, TK3600 said:

1. Your adjustment is map specific, intelligently using different paths. My AI will keep going the same way, but it will work on any map.

 

My AI is not map specific, it uses different paths naturally. If I add it to any other map or globally it will find the least protected path for some attacks and it will work on any map.
I'm just developing the AI on map to make online/play testing easier, using Final Alert 2 to configure the AI as it has a proper AI editor built in.

 

28 minutes ago, TK3600 said:

2. I included some balance change, you only changed AI.

 

That's the general idea of my mini project, AI only for the vanilla game.

 

29 minutes ago, TK3600 said:

3. I tend to focus on the macro side of things, while your attacks are very specific like targeting economy.

 

I'm selecting the most effective strategies and including some macro attack groups as well, I find the specific attacks to be more effective against players.

 

30 minutes ago, TK3600 said:

4. Your AI go all in basically have no base defense. Ultra aggressive.

2

That's only because I haven't added the base defence scripts yet, it's all in the design plan, I've mentioned this before.
It will build base patrol and defence groups in the future.

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18 hours ago, TK3600 said:

Despite the fact I am really impressed by Toveena's weapon effects, I will never add them because I want the game to be basically the same. 

Thx, I spent over a year and half polishing my INIs, and it is still an ongoing project.

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11 hours ago, FReQuEnZy said:

How about you tell me how to make the AI build multiple factories and I'll tell you how to deso bomb? :P 

1 Basically you duplicate existing factories, and set techlevel=-1 so player cannot build it. Beware how much you give them, because AI handle extra factory differently than players. 2 factory = double speed and half price. Slightly faster than 3 player factories. I dont want to add more than 3 factory unless you want an AI cheating very obviously.

 

1. Add numbers for new buldings

[BuildingTypes]
407=BLD001
408=BLD002
409=BLD003
410=BLD004

2. Duplicate the new buildings and change their name to the one listed above. Such as:

[BLD001]
Adjacent=2
AIBuildThis=yes
Armor=wood
Bib=yes
BuildCat=Tech
Capturable=true
Cost=2000
Crewed=yes
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
DeployTime=.044
ExitCoord=512,256,0
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Factory=UnitType
Image=GAWEAP
ImmuneToPsionics=no
MaxDebris=15
MinDebris=5
Name=Allied War Factory
NumberImpassableRows=1
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=80
Power=-25
Prerequisite=PROC,GAPILE,GACNST
Sight=4
Spyable=yes
Strength=1000
TechLevel=-1
ThreatPosed=0
UIName=Name:GAWEAP
WeaponsFactory=yes

3. Go to above codes, set TechLevel=-1 to prevent players seeing duplicate buildings. Set Image=(original building name).

4. If that looks like trouble, just copy my rulesMD.ini

Edited by TK3600
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2 hours ago, Toveena said:

Thx, I spent over a year and half polishing my INIs, and it is still an ongoing project.

Did you design some of the effects on your own? I don't see some of them on vanilla game. Or are they unused assets?

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1 hour ago, FReQuEnZy said:

Thanks, for the info.

You can deso-bomb buildings, by making a transport move to a building, unload, deploy passangers, have them move to a different building or guard area for a few seconds then undeploy and deploy again to increase radiation levels.

If only I can desobomb tanks.

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Update:

1. AI chain build different Navy. If they build combat fleet, they follow up with bombard fleet. Vice versa.

2. Improved script for combat fleets.

3. Allied airfield is now included in the strike scripts.

4. Allies respond to black eagle with AA tanks.

5. Yuri naval strike is followed up by floating disc to support.

6. Easy enemy no longer use 9 rhino tanks when having iron curtain.

7. AI capture tech power plant now.

8. All faction now has script for garrison infantry, not just Soviet.

9. AI capture oil faster with 2 engineer teams.

10. Changed tesla coil charging scripts. Now they charge multiple tesla coil.

11. New scripts that make Soveit AI attack stuff in between bases, adding unpredictability.

12. New Soviet infantry attack scripts.

13. AI builds 2nd barrack now.

14. Tesla tank attack no longer ignore interception.

15. Raised Tank destroyer threat rating.

16. Increased priority attack construction yard.

17. New scripts: Soviet AI will harass other soviet player's miner with tanks and terror drones.

18. Raised grand cannon threat rating.

19. Hard AI is very good at detection mirage tanks, from 35% to 80% detection.

20. Medium AI also follow up Kirov attack with tank harassments.

21. Terrorist buff: uncrushable.

22. Soviet will occasionally guard oil with dog.

23. Tesla tank buff: Can fire on the move.

24. New Floating disc attack pattern.

25. Bigger robot tank attack.

26. Decreased pill box threat rating, which also decrease how much AI build it. It sometimes block base development.

27. Rocketeers guard base better on AI allied.

28. Tank crush even more aggressively, will crash deployed GI too!

29. Super weapon targeting considers oil derrick and nuclear reactor.

Edited by TK3600
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Ran a quick AI 1v1 to see how it went on the lastest build, Seems like they are running out of money before T3 at 7min mark doesn't look good to me. Nvm of the animation differences, i just didnt bother to delete my artini

https://www.youtube.com/watch?v=T4tcACN5414&feature=youtu.be

===========

btw dis is just for LUL only(My mod):

https://www.youtube.com/watch?v=XfA6gq_Qbmw&feature=youtu.be

Edited by Toveena
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1 hour ago, Toveena said:

Ran a quick AI 1v1 to see how it went on the lastest build, Seems like they are running out of money before T3 at 7min mark doesn't look good to me. Nvm of the animation differences, i just didnt bother to delete my artini

https://www.youtube.com/watch?v=T4tcACN5414&feature=youtu.be

===========

btw dis is just for LUL only(My mod):

https://www.youtube.com/watch?v=XfA6gq_Qbmw&feature=youtu.be

Both videos are unavailable.

Edited by TK3600
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New patch:

1. Decreased sentry gun and pillbox threat to 20 so they are not prioritized in attack over grizzly tanks.

2. Aegis cruiser default to guard area, helps AI focus.

3. Larger terror drone attack by Soviet.

4. Soviet tank attacks are followed up by terror drones.

5. Submarine guards area by default, helps AI defend shipyard.

6. Slave miner threat increased to let AI focus it over slaves.

7. AI use larger dolphin rush vs ship yards. Guaranteed frustration!

8. AI respond to attacks faster, apparently there was a delay coded.

9. AI use the V3 rocket from crates now.

10. Easy AI no longer us dolphin rush.

11. Dreadnought and carrier use 25 guard range instead of 20, which I wrote by mistake.

12. Carrier can fire on the move now. Not that it is needed for balance, but it is necessary to as part of a hack to let AI target land units.

13. AI respond to carrier with robot tanks attack.

14. AI now send prism tanks via transport on naval maps. May be slightly buggy.

15. Easy AI Allied may have 2 groups of air strikes.

16. Fixed AI slow to build base because some infantry is blocking the wall.

17. Human players now automatically have damaged structures repaired. I personally really liked this feature, but if you guys don't like it I will remove it, or make it optional.

18. AI no longer use navy to rush con yard on easy.

19. New and improved naval scripts for fleet battle.

20. AI now regroup slightly closer to enemy to fix bugs like stucks and iron curtain running out by the time they reach base.

21. Experimental feature, grizzly tanks respond to enemy automatically within 20 grids. Same mechanic as dog chasing spies. If it turns out glitchy I will remove it.

22. Desolator available in crates.

23. Fixed sniper script, which I broke by mistake.

24. AI use dogs to contest for oil derick control.

25. Buffed tech outpost missile to give enough range to kill engineer before it capture it.

26. Libyan could use iron curtain to rush 3 demo truck at once.

27. Soviet use smaller submarine attack on easy.

28. Deployed siege chopper has same HP as flying. I made it consistent.

29. Soviet use larger attack when fully set up (owning battle lab).

30. Allied use bigger tank attack when fully set up (owning ore processor).

31. Yuri now use its attack submarines as missile submarine when there are no more enemies.

32. Soviet AI send rhino tanks in transport in naval maps.

33. Hornet fighter on carrier turn slightly faster. (tiny buff)

34. Allied AI patrols super weapons.

35. AI more likely to use infantry when owning hospital.

36. Soviet respond to dreadnought, carrier, boomer, V3 with flak trucks.

37. Allied AI harass miners with Mirage tanks.

Edited by TK3600
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Update!

1. Soviet AI use Rhino pool unit. When built, they will respond to base attacks. They can be recruited to other attack units, creating a versatile force.

2. Dreadnaught can conduct generic naval strikes. No longer does it have to attack building scripted predictably.

3. Further reduced AI stuck at regrouping.

4. Allied and Yuri will respond to naval bombardment with AA units.

5. Allied AI will respond to squid with Dolphins

6. Improved AI submarine script

7. Soviet has special harassment team against Yuri.

8. Buff medium AI to build units more frequently

9. Yuri AI tanks actually try take down bases instead of only harass units.

10. Larger Yuri attack teams

11. Special rocketeer attack against those who turtle too much.

12. Yuri can now attack amphibiously.

13. Soviet send apocalypse tanks on naval transport.

14. Increased maximum AI defense force.

15. Fixed Soviet Ivan attack stuck at regrouping.

16. Libya follow up apocalypse attack with demo trucks.

17. In rare occasion Soviet use large apocalypse tank attacks.

18. Reduced arbitrary build delay on hard AI

19. Removed default guard area on prism tank because it attack on its on when player controlled.

20. Brutal AI build units more frequently.

21. AI targeting improvement.

22. Fixed Yuri floating disc ignore AA units.

23. Fixed Yuri tanks ignore counter attacks.

24. Yuri will use repair IFV should it capture one.

25. Yuri counter desolator with virus sniper.

26. Yuri boomer will retaliate when fired on.

27. Soviet counter apocalypse tanks with terror drones.

28. AI builds 2nd barrack only after having war factory

Edited by TK3600
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