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Fenring
07-03-2006, 12:45 AM
Tips For a Better AI:
TeamDelays; lower the numbers. They are ridiculously high.
AIHateDelays; lower these as well. Also, ridiculously high.
MultiplayerAICM; raise this so the AI has more money to play with.
AIVirtualPurifiers; raise these as well to stack the AI's money even more.
FillEarliestTeamProbability; increase these so the AI fills teams faster.
Minimum/MaximumAIDefensiveTeams; increase by a little. Ensure that the minimum is less than the maximum for each difficulty.
TotalAITeamCap; greatly increase this. Allows the AI to have more teams in play.
UseMinDefenseRule; set to no. Reasons should be obvious.
DissolveUnfilledTeamDelay; increase ONLY if you've added task forces consisting of expensive units.
AINavalYardAdjacency; increase so the AI will potentially build shipyards when it could not.
DisabledDisguiseDetectionPercent; increase so the AI will not be so easily defeated by Mirage Tanks.
AIAutoDeployFrameDelay; increase so the AI deploys its units sooner to eliminate threats.
RepairBay; add the Allied Service Depot, Soviet Service Depot and Tech Outpost so the AI will repair its units.

Unused Tags:
HoverPad; attaches to Service Depots. Floating units (eg; Robot Tanks) will land on the depot's bib when being repaired. Known to cause IEs when a superweapon is fired. This is fixed by enabling AIIonCannonHelipadValue with reasonable values; defaults should work fine.
Warpable; attaches to units and generates immunity to warheads with Temporal=yes.
IsRadEruption; Desolator deploy weapon special. Creates an umbrella-effect when he fires his weapon.

Random Bits:
DestroyAnims; these are known to cause reconnection errors during LAN and online play.
ExtraInfantry/Unit/AircraftLight; lower these to reduce the glare on units to make them look sexy.
PrismSupportModifier; if the [General] section is added into maps, this must be re-defined else it does absolute damage.
DefaultMirageDisguises; add TREE05, TREE06, TREE07, TREE08 so the Mirage Tank will seem more random.

Unit & Structure Bits:
Crazy Ivan; setting CanDetonateTimeBomb to yes allows click-detonation of Ivan's bombs.
Sea Scorpion; setting the weight to 4 or higher will cause it sink rather than explode.
ChronoSphere; able to shift any infantry that has Teleporter=yes set.
Patriot Missile, Flak Cannon; setting AG=yes on the projectile allows firing on paratroopers.

Unused Animations:
chronofs.shp; Very useful as a new animation for the Mirage Tank to replace the iron curtain animation.
crivexp2.shp; A tossup animation but makes a neat addition for a MAD Tank or altering the Ivan explosion.
dbrs10sm.shp; Flying body debris. Looks interesting placed on Battle Labs and infantry training facilities.
dredmiss.shp; Very useful for the final missile in the cluster missile loop. Requires FirersPalette=yes on the projectile to be used.
nukestm.shp; Incredible rising smoke animation.
s_clsn42.shp; Used but mispaletted. Not actually seen during play as it is attached to the [HowitzerWH].
t4_ib.shp; Oil burning animation. Looks neat attached to the Oil Derrick as a damage particle system.

[AudioVisual] Enhancements:
ExecutePlanSound=PlanningModeStart
GUIBuildSound=MenuBuild
ImpactLandSound=Explosion05
DefaultChronoSound=Flare
ChronoSparkle1=CHRONOSK
PlayerLeft=PlayerJoined
TeslaZap=TeslaCoilAttack
DeploySound=CommandBar
IceCrackSounds=DefuseKit
Find each of those entries and modify them to those values. If a line does not exist, simply add it in somewhere. However, do not just paste these at the end of the [AudioVisual] section. That will not work.


Enjoy. :)

hogo98
07-03-2006, 02:59 AM
hey fen i like this i like this alot thank you for taking time to do this now i am going to just keep play testing on my mod to see if i can get the ai relly good with the rules file and then at the end il move on to aimd thx fen :p

YuriAndroklov
07-03-2006, 06:37 AM
I still don't know how to change AIs brain, I only know how to change game settings and upgrade things.

Dracaveli
07-03-2006, 09:01 AM
there's little bits u can do to the AI "Brain" but not a whole lot, still the impact will be very significant, just read an experiment on your own, u will come to the conclusion as did so many others

Try to design an AI that can beat u at your best, if you are a great player even under extreme "losing" conditions the AI with your training and modding will reflect it

just dont get hung up on the over zealous tank mass crap, i know it looks good in the early days of AI modding. but be creative, adding in differnet units into the game along with the AI using them will prove difficult in beating, then just leaving it the basic scripts that exist an just boosting them by 15 or more tanks,,,

example a depleted uranium tank with a script of 3 could prove more deadly to your base then a script of 12 rhino tanks

my personal favorite is the all engi helicopter landing

hogo98
07-03-2006, 09:15 AM
so yore saying use the exsisting trigs and taskforces but like 15 to each task force eg

0=10,shrf

say that was a trigger/taskforce add 15more to 10

i made an ai that couldbeatme non stop harrier attack constent ground attack navel attack and i could not beat them il try and remake them and

in sted of tanya copter fill with 5 enges

Dracaveli
07-03-2006, 09:59 AM
its really your preference Ai should be modded in the style u want to play in

i just stand by the rule if u cant come close to defeat or be defeated in 1on1 AI matches then the AI enemy still needs improvment

hogo98
07-03-2006, 10:29 AM
true if you can beat the ai there is no point keeping it making changes to make it harder.

i was going to test if you can make the ai build a conyard from a conyard
like build limit one but can be built is this good or bad idea

Fenring
07-03-2006, 11:22 AM
This thread is meant for random tips for random enhancements. I'm not even going into the AI file in this thread so stop discussing the AI file.

hogo98
07-03-2006, 11:27 AM
FINE

thx anyway

Dracaveli
07-03-2006, 12:36 PM
without discussing the AI u would make many of the changes u suggest void, since 1 team can only exist on map until it is destroyed, without modification of the [AI] your total AI team Cap suggestion is useless

giving the low AI triggers inputed into the game

and i do beleive u started off the paragraph with "tips for a better AI"

as far as building C yards its not good, im not talking about MCV's "thats not good either " but im talking about the entire C yard making it buildable, for some reason the AI will base walk with these things

hogo98
07-03-2006, 01:45 PM
ow yh tips on making the ai better

so even if i put build limt=1 he wil stil build more

Fenring
07-03-2006, 03:46 PM
without discussing the AI u would make many of the changes u suggest void, since 1 team can only exist on map until it is destroyed, without modification of the [AI] your total AI team Cap suggestion is useless
AI file, not the [AI] section. :emo:
Also, the AI will run more than 1 of the same team. That all has to do with Max= on the [TeamType] in the AI file. I've seen the AI rush with the same tank teams many times.

hogo98
07-03-2006, 04:40 PM
so drac yore trying to say that ai never uses a force that attacks like a rush more than onece the enge and ifv one do

YuriAndroklov
07-03-2006, 08:07 PM
What do you mean random tip and random what?

Dracaveli
07-04-2006, 03:17 AM
not more then once.but only one of the selected teams chosen by the AI can exist on map at any given time if it has auto create on the tag in the AI.ini file

if the max number is 1, then only 1 of a grizzly hard attack with autocreate on can exist during game play, the AI will then choose another trigger but not the same one since only 1 grizzly hard attack H! can exist unless u modify the AI.ini file

they will repeat it, but only when the AI team is destroyed, but u will not see the same trigger doubled by the AI an attack your base, without modding the AI

•Tony•
07-04-2006, 04:16 AM
I personally set Max=2-3+ depending on certain teams. excluding infantry rushes.

THEY NEVER STOP RUSHING !

But anyways. Good tutorial Fen.

Fenring
07-04-2006, 11:59 PM
Added a new section detailing some unused animations.

ccaddictplayer
07-09-2006, 09:04 AM
Ya, I will copy this to notepad. This will help a lot.

hogo98
07-09-2006, 02:35 PM
what the hell dose this have to do with fen moding tut

Fenring
08-11-2006, 10:06 AM
Added some [AudioVisual] enhancements.

FlyingZ
08-30-2006, 08:29 PM
Typo:

"DisabledDisguiseDetecttionPercent"

hogo98
09-07-2006, 05:39 AM
Whats that