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Basis.big editing AI camps


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#1 Guest_SOnsalt_*

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Posted 24 July 2006 - 08:02 AM

It looks like the building chain of the AI basis is located in the files of the basis.big.

Opening those files with the worldbuilder you can see the different AI camps.

Unfortunatly everytime I save one of the files, no matter if I change something or not, the file seems to be corrupted. Why ???

It looks like saving the file causes the error. The result ist that the AI is not starting to build the camp, and only produces Farms.

How come ???

Can anyone tell me what I have to change in the Editor, or how I have to save this file, in order to prevent this ??


*** Sorry I've missposted the file in the modeling forum ***

#2 Gumby22don

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Posted 25 July 2006 - 12:43 AM

I was trying the same, and it seems they may need hex editing, or alternatively, given the AI still builds bases if you remove some of those files completely, they may be superceded by hardcoded bodgy EA stuff again, like everything else you really want to change.

Don
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#3 Fingulfin

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Posted 25 July 2006 - 02:03 AM

So the AI Structure building stuff is still in a map? Dangit... I guess Ill just have to overrite existing structures.
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#4 Gumby22don

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Posted 25 July 2006 - 03:37 AM

I'm suspecting it is a priority system using the fixed (8?) locations around the fortress point. I do reccomend using the same building names for key buildings at this stage, so that they get built without messing around too much.

Don
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#5 ambershee

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Posted 25 July 2006 - 04:47 AM

This was for BfME II?

I'm a little confused actually, I don't see what use it is to the Ai in reality (after all, how many other 3d RTS use a template file to deal with priority of construction - so I don't think it's that at all)

#6 Lord Of Gifts

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Posted 25 July 2006 - 08:10 AM

Sonsalt, your problem is (most likely) that you are saving with improper capitalization. Fix it one of three ways:
  • Save using the proper caps.
  • Save it improperly, then edit skirmishdata.ini to reflect the new name.
  • Save it improperly, then hex edit it to use proper caps.
Proper caps can be found in the AIBase blocks at the top of data\ini\skirmishdata.ini.

Don: I don't think anything is fixed about it. I mean, just look at the bases for special maps (minas tirith).

ambershee: BfME II, indeed. The game uses a few extra bases to tell the AI where to place structures in relation to the base. It also defines the phase the structures should be built in, and their priorities. Without them they will only build resource buildings.

#7 ambershee

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Posted 25 July 2006 - 12:16 PM

That's silly. Why didn't they use the same system as they did in Generals?

#8 Guest_Sonsalt_*

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Posted 28 July 2006 - 08:32 AM

My problem is that I could only edit some of the files, because worldbuilder changes the header in some cases, so that the name (AI dwarfes bases) is partly hidden (ai.dwarf..es.) and if the first letter of one word is missing I cant correct the spelling, in order to use the file in the game.

What can I do

Do I need to change something in the Hex editor ?

#9 Gumby22don

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Posted 30 July 2006 - 01:47 AM

Don: I don't think anything is fixed about it. I mean, just look at the bases for special maps (minas tirith).

ambershee: BfME II, indeed. The game uses a few extra bases to tell the AI where to place structures in relation to the base. It also defines the phase the structures should be built in, and their priorities. Without them they will only build resource buildings.


The thing is, I deleted the special map, deleted bases.big and they still built everything the same as they did with the files there. I may be wrong, but it is definately slightly wacky.

Don
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