a1nthony Posted July 18, 2018 Share Posted July 18, 2018 So has anyone put the ai.ini or whatever file into a cncupdate yet??? Link to comment Share on other sites More sharing options...
MapDesigner Posted July 19, 2018 Share Posted July 19, 2018 Hey Mr. TK So I have noticed the 3 factories making 3 tanks, and 2 rax making 2 boris/tanya and acting like cloning vat, But there is something new about your ai So i created new map and, with trigger, gave your AI 3 MCV. He made 9 war factories, and 3 nuclear power plants + 4 industrial plants LOOOL. makes me wonder how much does it reduce cost XD Im impressed with your trigger. I like it. Each MCV duplicate buildings just like cloning vat. I havent tried it with superweapons yet xD 1 Link to comment Share on other sites More sharing options...
MapDesigner Posted July 20, 2018 Share Posted July 20, 2018 Hello Mr. TK, I was thinking that paradropped GIs should auto deploy and destroy units around them. after they kill units/sentry guns, then they destroy buildings. after that they undeploy and move on. they will do much better damage when they deploy. i hope thats not too much bother to do lol Link to comment Share on other sites More sharing options...
TK3600 Posted July 21, 2018 Author Share Posted July 21, 2018 9 hours ago, MapDesigner said: Hello Mr. TK, I was thinking that paradropped GIs should auto deploy and destroy units around them. after they kill units/sentry guns, then they destroy buildings. after that they undeploy and move on. they will do much better damage when they deploy. i hope thats not too much bother to do lol I have tried and I can't do it. I guess it is hard coded too. Only modify exe file can do it. Link to comment Share on other sites More sharing options...
Gaming Posted September 10, 2018 Share Posted September 10, 2018 Hey man, I originally found this mod through reddit and i wanted to comment on there but the thread was archived so i had to comment on here, Anyway, i just downloaded your beautiful mod and played a game on my own map that i made (to see if unofficial maps affected the mod that much.) and i had a BLAST playing, it was 2v2 (me with a brutal bot against 2 brutals) i was so surprised when i saw my ally help me with a Repair IFV and the general improvements to AI. This is a really well done mod, thank you for making this. Link to comment Share on other sites More sharing options...
a1nthony Posted September 11, 2018 Share Posted September 11, 2018 Disclaimer- Just an idea and i have no idea the amount of work/time that would need to be put into this but that being said... Why has CNCNET not taken advantage of this AI? They could put an entirely new setting aka "Ranked AI" This can also be the start of using bots in QM if you go idle for a certain amount of time, even taking it further you could put scenarios in game (you and a brutal ai spawning against 2 ranked ais' in whatever type of situation). I think this would add a nice dynamic to the game and a breath of fresh air etc.. 1 Link to comment Share on other sites More sharing options...
v2elite Posted September 16, 2018 Share Posted September 16, 2018 @ TK3600 Is there a way to add your AI improvements to a specific map only without making changes to the gamefiles? (ideally without all the other modifications) Would it also work in Red Alert 2 mode (without Yuri)? Link to comment Share on other sites More sharing options...
MapDesigner Posted November 12, 2019 Share Posted November 12, 2019 (edited) Do you have an infantry only AI? (would prolly only be good for soviet since they dont need to deploy) Edit: also, has there been an update not document here in the OP? Edit: does demo truck have longer radiation time? Edited November 12, 2019 by MapDesigner Link to comment Share on other sites More sharing options...
a1nthony Posted November 13, 2020 Share Posted November 13, 2020 CAn someone please turn this into an AI only enhancement and create an EXTREME ai for cncnet online? thank you =] Link to comment Share on other sites More sharing options...
McPwny Posted November 13, 2020 Share Posted November 13, 2020 yes but also no. it is possible to add the rules.ini modifications AND the ai.ini modifications into a notepad file which a person could take and insert into any map and play over cncnet (which answers the question that guy asked like 2 years ago lol), but the files in the download are literally the raw ra2 rulesmd.ini and aimd.ini which makes it a whole ass lot of work to isolate JUST THE CHANGES from the original files... so much work that it would be easier for a person just to write a brand spanking new AI from scratch and port it to a shareable text file. Link to comment Share on other sites More sharing options...
MapDesigner Posted February 11, 2021 Share Posted February 11, 2021 (edited) guys, it seems to me that if AI starts with multiple MCV, he does not build shipyard. does that happen to you as well? Edit: On 12/31/2017 at 10:03 AM, TK3600 said: 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! changing % might have un-intended consequences. Below are lines from RulesMD.ini ; NOTE: (Double Note, a float math bug caused 2% to be used when 1% broke down. Fixing the bug is why I made 2%) ; A 0% means no force fire, no retaliate, no passive aquire ; A 1% means no retaliate, no passive aquire ; A 2% means no passive aquire On 12/31/2017 at 10:03 AM, TK3600 said: 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, that is good. sometimes MCV get stuck though. On 12/31/2017 at 10:03 AM, TK3600 said: Remember AI's weakness focus on 1 target and completely ignore your tanks flanking them? hmmm, currently, if I hit one tank, that one tank retaliate. other tanks continue walking. If I have GI and GGI guarding base entrace, AI still come into them with prism tanks it seems. I might add some more later today. Edited February 11, 2021 by MapDesigner Link to comment Share on other sites More sharing options...
TK3600 Posted June 23, 2021 Author Share Posted June 23, 2021 2021 small update 4 years later! 1. Reduced money stolen via spy, 50>35%. 2. AI is less likely to be stuck. Link to comment Share on other sites More sharing options...
McPwny Posted June 23, 2021 Share Posted June 23, 2021 i looked though the log and it shows some pretty wild changes. theres a lot of things in rules that have been changed that have no business being changed... some game breaking, many redundant. i also looked briefly through the AI portion and found that its basically the vanilla AI but with some additions. some of the additions themselves are also game breaking and redundant, but with some neat features like functioning pool teams in there too. 1 Link to comment Share on other sites More sharing options...
TK3600 Posted June 24, 2021 Author Share Posted June 24, 2021 3 hours ago, McPwny said: i looked though the log and it shows some pretty wild changes. theres a lot of things in rules that have been changed that have no business being changed... some game breaking, many redundant. i also looked briefly through the AI portion and found that its basically the vanilla AI but with some additions. some of the additions themselves are also game breaking and redundant, but with some neat features like functioning pool teams in there too. that is because you are looking at wrong places. ai.md is where you should look. And believe me, it is like quadruple the size of original AI file. Link to comment Share on other sites More sharing options...
McPwny Posted June 24, 2021 Share Posted June 24, 2021 well i dont mean to sit here and bust your balls but the global controls in rules.ini are like fine control dials, one does not just torque on them until something changes and call it improvement. i have looked at the AI and will say that the teams and triggers look pretty good, but the scripts are not so good and the teams dont account for AI targeting which is important. i should mention also that engineer capture logic is hacky in such a way that it renders all of your engineer tech capture teams redundant and also i need to mention that adding all of those aircraft target teams will be prone cause a bug where the aircraft sit on the pad and jump up and down Link to comment Share on other sites More sharing options...
TK3600 Posted June 24, 2021 Author Share Posted June 24, 2021 32 minutes ago, McPwny said: well i dont mean to sit here and bust your balls but the global controls in rules.ini are like fine control dials, one does not just torque on them until something changes and call it improvement. i have looked at the AI and will say that the teams and triggers look pretty good, but the scripts are not so good and the teams dont account for AI targeting which is important. i should mention also that engineer capture logic is hacky in such a way that it renders all of your engineer tech capture teams redundant and also i need to mention that adding all of those aircraft target teams will be prone cause a bug where the aircraft sit on the pad and jump up and down yeah, those are known issue. You see I had to do quite a lot of hacks on the rule.ini to implement some of my changes. For example, if not for my hacky edits the naval AI never would have worked using dreadnought and carrier. No one else made it work, only I did. Link to comment Share on other sites More sharing options...
McPwny Posted June 24, 2021 Share Posted June 24, 2021 as long as your taskforce lists the carrier/dred first, then it will use that units targeting and attack properly, assuming the target is in range. but, for example, your team "Allied Naval Bombard- 1" lists 2 carriers and 1 aegis; since carriers are listed first their targeting will be used, but it also means the aegis will never be able to target aircraft (except when its the last unit alive in the team) rendering it useless in the team. Link to comment Share on other sites More sharing options...
TK3600 Posted June 24, 2021 Author Share Posted June 24, 2021 (edited) 32 minutes ago, McPwny said: as long as your taskforce lists the carrier/dred first, then it will use that units targeting and attack properly, assuming the target is in range. but, for example, your team "Allied Naval Bombard- 1" lists 2 carriers and 1 aegis; since carriers are listed first their targeting will be used, but it also means the aegis will never be able to target aircraft (except when its the last unit alive in the team) rendering it useless in the team. are you sure? I am 99% sure even if you put carrier alone it wont work. I had to make an AI only version of carrier with large auto target distance to make it work. Also the Aegis does target air, I made it able to fire on move. Edited June 24, 2021 by TK3600 Link to comment Share on other sites More sharing options...
McPwny Posted June 24, 2021 Share Posted June 24, 2021 it will and it wont. it will work until it tries to target something out of range, and then it will get confused. making AI only version of the carrier/dred passiveaquire is a workaround for that thats been done a million times over but also has problems like what happens when you mind control that hacked unit? naval AI is inherently trash in ra2. as for the aegis, changing a player unit to accommodate the AI crosses the line between improved AI and and gameplay mod... 1 Link to comment Share on other sites More sharing options...
TK3600 Posted June 24, 2021 Author Share Posted June 24, 2021 1 hour ago, McPwny said: it will and it wont. it will work until it tries to target something out of range, and then it will get confused. making AI only version of the carrier/dred passiveaquire is a workaround for that thats been done a million times over but also has problems like what happens when you mind control that hacked unit? naval AI is inherently trash in ra2. as for the aegis, changing a player unit to accommodate the AI crosses the line between improved AI and and gameplay mod... It only happens in mind control situation, which is very rare. Player variant is unchanged. Link to comment Share on other sites More sharing options...
McPwny Posted June 24, 2021 Share Posted June 24, 2021 are you still building this AI? and also, how do you test your changes? Link to comment Share on other sites More sharing options...
TK3600 Posted June 25, 2021 Author Share Posted June 25, 2021 (edited) 5 hours ago, McPwny said: are you still building this AI? and also, how do you test your changes? mix of ai vs ai and me vs ai. former mostly for debugging. Lastly, I heard you can make a functional naval AI as good as mine without any of my 'hacks' by simply put them in single groups. You claim to be able to do it, and I am intrigued. I sure as hell tried every simpler solution before settled on the unconventional ways. Edited June 25, 2021 by TK3600 Link to comment Share on other sites More sharing options...
bbglas007 Posted June 25, 2021 Share Posted June 25, 2021 McPwny has seraphic like powers over Final Alert 2 and INI editing. If McPwny started a Final Alert 2 cult, I and many others would sign up. 1 Link to comment Share on other sites More sharing options...
McPwny Posted June 25, 2021 Share Posted June 25, 2021 its funny bbglas should mention fa2 here because thats actually the fastest way to build an AI; pick an 8 player map, give yourself an invincible superunit and a vehicle that deploys into an invincible spysat/map range psychic sensor, then turn off the global ai triggers under basic and build your own AI from the ground up using fa2's interface. launch the map at max speed and you can see exactly how the AI will behave in a matter of minutes with no effort. as an added perk to doing it this way, with a little renaming you can take your whole AI and port it to a text file and insert it into other maps with the insert ini feature. Link to comment Share on other sites More sharing options...
TK3600 Posted June 27, 2021 Author Share Posted June 27, 2021 On 6/25/2021 at 7:03 AM, McPwny said: its funny bbglas should mention fa2 here because thats actually the fastest way to build an AI; pick an 8 player map, give yourself an invincible superunit and a vehicle that deploys into an invincible spysat/map range psychic sensor, then turn off the global ai triggers under basic and build your own AI from the ground up using fa2's interface. launch the map at max speed and you can see exactly how the AI will behave in a matter of minutes with no effort. as an added perk to doing it this way, with a little renaming you can take your whole AI and port it to a text file and insert it into other maps with the insert ini feature. so you think FA2 has a good interface for greater potential? I might look into it. Link to comment Share on other sites More sharing options...
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