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. :)
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. :)