Getting the AI to work with extreme changes
Posted 12 July 2004 - 02:06 AM
And I am wondering how I can get the AI to work with my current and eventual settings.
Right now, here are my current changes.
I've limited the factions to only China (no generals).
I've removed the airport, barracks, speaker tower, internet center, and other misc buildings.
The dozer can build the CC, the PowerPlant, the Supply center, gatling gun, and propoganda center.
The CC builds the Dozer, Battlemaster, Gatling tank, ECM, Overlord, Nuke Cannon, and Inferno cannon.
I'll eventually (once I find out how) allow the CC to construct five units at once.
Quite obviously, the default Ai cannot operate under these conditions. So, I glanced around at the tutorials here, but none seem to cover these kind of changes. I'd like the AI to get around 30 battlemasters, 6 overlords, 10 gatling tanks, 4 nuke cannons, 3 ecms, and 6 inferno cannons for the largest attacks, and harass with gatling tanks, and make random attacks with 10-20 battlemasters. They'd get a lot of gatling gun defenses and eventually heavy towers once I add them. They should place these weapons in choke points, on cliffs, and all around their base in a screen.
I am unsure if you can do this kind of massive revamp in the World Editor (I certaintly can't figure out how), so I'm wondering if anyone can tell me how? Extreme AI is very important in my mods, I've been doing AI for every other game I've modded. I don't want to make this an exception.
Posted 12 July 2004 - 06:09 AM
Creating those units is done with the teams editor... simply add\edit a team and insert your new units, making sure that you've got the commandbuttons for the units you specified.
Posted 12 July 2004 - 06:31 AM
I'll read the tuts tomorrow as I gotta sleep right now.
Edited by Malkor, 12 July 2004 - 06:31 AM.
Posted 12 July 2004 - 08:17 PM
But now, five seconds after the game starts, it says I'm victorious. What's going on?
Posted 13 July 2004 - 12:13 PM
Posted 13 July 2004 - 02:40 PM
Well, it works now, but they aren't building anything - not even what they used to! (And I only removed barracks/internet center from their tech)
Edited by Malkor, 13 July 2004 - 03:28 PM.
Posted 15 July 2004 - 08:00 AM
BTW don't worry about double posting too much. If you edit your post I won't be able to see if there is anything new from the index
Posted 15 July 2004 - 10:34 PM
I don't suppose anyone would have enough time to do Ai for my mod every now and then? I"m having a fair bit of difficulty just getting it to build anything, let alone compare with what I did in StarCraft.
Posted 16 July 2004 - 06:12 PM
The AI would first get a powerplant, supply center, and then a war factory. Their attacks consist of battlemasters, gatling tanks, and infernos most of the time. Supplimentry or harassment attacks would consist of dragons and gatling tanks. By now they'd start massing defense and early expand.
They'd eventually get several war factories, and then a propoganda center (which enables overlords). Then they'd switch into high gear. The ideal high-tier attack force was something like,
10 gatling tanks
3 nuke cannons
The structures they have available are:
Posted 22 July 2004 - 08:19 PM
Posted 23 July 2004 - 11:16 PM
Posted 14 August 2004 - 08:18 PM
To do that you have to put this in the factories code,this is for the GLA ArmsDealer:
Behavior = ProductionUpdate ModuleTag_10
QuantityModifier = GLATankScorpion 8
QuantityModifier = GLATankMarauder 5
If you want it to do the same with Infatry then you have to place the Behavior = ProductionUpdate ModuleTag_10
in the Barrack's code.
You have to do this for every faction that you want to have this function.
When it builds, it will build the amount of units that you want for the price of 1
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