Toveena Posted January 19, 2018 Share Posted January 19, 2018 (edited) 6 hours ago, TK3600 said: I like the new effects you made! Do you know how to make AI do naval transport invasion? Give it a try on island maps, Transport invasion is included already xd. Or u can simply take a look at my aimd.ini https://youtu.be/CAysaBl8Cgk Edited January 19, 2018 by Toveena Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted January 19, 2018 Share Posted January 19, 2018 If I tell you all of my AI's unique features then how will mine be any different from yours? Are we not rivals?! 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. Link to comment Share on other sites More sharing options...
TK3600 Posted January 19, 2018 Author Share Posted January 19, 2018 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?! 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. Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted January 19, 2018 Share Posted January 19, 2018 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. Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted January 20, 2018 Share Posted January 20, 2018 How about you tell me how to make the AI build multiple factories and I'll tell you how to deso bomb? Link to comment Share on other sites More sharing options...
Toveena Posted January 20, 2018 Share Posted January 20, 2018 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. Link to comment Share on other sites More sharing options...
TK3600 Posted January 20, 2018 Author Share Posted January 20, 2018 (edited) 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? 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 January 20, 2018 by TK3600 Link to comment Share on other sites More sharing options...
TK3600 Posted January 20, 2018 Author Share Posted January 20, 2018 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? Link to comment Share on other sites More sharing options...
Toveena Posted January 20, 2018 Share Posted January 20, 2018 Yes, they are all unused assets in vanilla mix files, 0 exterior art work implemented. Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted January 20, 2018 Share Posted January 20, 2018 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. Link to comment Share on other sites More sharing options...
TK3600 Posted January 21, 2018 Author Share Posted January 21, 2018 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. Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted January 21, 2018 Share Posted January 21, 2018 (edited) Not possible to target unit types specifically otherwise I could make a godlike Ai that doesn't have to cheat to be better. Edited January 21, 2018 by FReQuEnZy Link to comment Share on other sites More sharing options...
TK3600 Posted January 21, 2018 Author Share Posted January 21, 2018 (edited) 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 January 21, 2018 by TK3600 Link to comment Share on other sites More sharing options...
Toveena Posted January 21, 2018 Share Posted January 21, 2018 (edited) 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 January 21, 2018 by Toveena Link to comment Share on other sites More sharing options...
TK3600 Posted January 21, 2018 Author Share Posted January 21, 2018 (edited) 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 January 21, 2018 by TK3600 Link to comment Share on other sites More sharing options...
Toveena Posted January 21, 2018 Share Posted January 21, 2018 Updated,should be able to view them now Link to comment Share on other sites More sharing options...
TK3600 Posted January 21, 2018 Author Share Posted January 21, 2018 (edited) I dont think it ran dry, Soviet just got wrecked by prism tank which killed both con yard and refinery. Edited January 21, 2018 by TK3600 Link to comment Share on other sites More sharing options...
TK3600 Posted January 21, 2018 Author Share Posted January 21, 2018 17 hours ago, Toveena said: Updated,should be able to view them now How did you record it? AMD's relive doesn't seem to work full screen. Link to comment Share on other sites More sharing options...
Toveena Posted January 22, 2018 Share Posted January 22, 2018 Windows mode with Bandicam Link to comment Share on other sites More sharing options...
TK3600 Posted January 29, 2018 Author Share Posted January 29, 2018 (edited) 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 January 29, 2018 by TK3600 Link to comment Share on other sites More sharing options...
TK3600 Posted February 4, 2018 Author Share Posted February 4, 2018 (edited) 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 February 4, 2018 by TK3600 Link to comment Share on other sites More sharing options...
TK3600 Posted February 4, 2018 Author Share Posted February 4, 2018 I will update less frequently now life becomes busy. Probably in a biweekly schedule instead of every week. Link to comment Share on other sites More sharing options...
ChewyChops Posted March 19, 2018 Share Posted March 19, 2018 Please, please, please pu this mod on cncnet. I would love to play this with a friend. Link to comment Share on other sites More sharing options...
wombat1501 Posted April 23, 2018 Share Posted April 23, 2018 Can you use this mod with YR Apocalypse mod? Thanks Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted April 25, 2018 Share Posted April 25, 2018 @TK3600 Can you tell me how to 'convince' the AI to build naval teams, they make naval yards, but takes them like 30 minutes to actually make a naval team, even with naval teams set to high priority. Link to comment Share on other sites More sharing options...
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