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Patch 1.04 is out.


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#21 Spikey00

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Posted 16 April 2007 - 11:51 PM

It was in a campaign.

#22 thudo

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Posted 17 April 2007 - 12:30 AM

It should also apply to Skirmish/MP as it was in all C&C games before this one.
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#23 Guest_Guest_*

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Posted 17 April 2007 - 07:34 PM

(Spikey00): I am composing a list of improvements, which probably will not be finished shortly. I'm coming up with most things which needs improvements.

I'm not finished with GDI, but I also hope that this would help AI modders some help with patching up the AI.

#24 thudo

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Posted 17 April 2007 - 08:01 PM

I have such a list too. :p I need to share it REAL soon so Hostile can send it to his supreme EA contacts to effect C&C3 change if possible.
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#25 Spikey00

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Posted 17 April 2007 - 09:52 PM

Excellent. So will EA do anything about it when he contacts them/someone else? :o

Btw, has anyone noticed that different colored AI does have "personalities"? I've strongly noticed that Orange Steamroller Nod, usually gathers units almost 100% of the time in their base before attacking. The units usually hang around... I dunno, since my computer lags alot with big maps, and brutal steamrollers. But they do hang around there until there is alot of units. Most AI sends out units immediately, and some colors are stronger than others.

Major request is that there will be units to guard the base even when there are defenses in place. Patrols are a must like the funny YR one where the AI uses GI's to patrol Refineries. Of course, I want the patrols to be everywhere. AI focuses way too much on defense near refineries, and outposts.

#26 Ash

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Posted 17 April 2007 - 10:13 PM

In other news, I can conclude that the 1.04 does nothing to improve the movie synchronisation. Mine is not a low-end system, and it's still way off.

#27 thudo

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Posted 17 April 2007 - 10:19 PM

Btw, has anyone noticed that different colored AI does have "personalities"? I've strongly noticed that Orange Steamroller Nod, usually gathers units almost 100% of the time in their base before attacking. The units usually hang around... I dunno, since my computer lags alot with big maps, and brutal steamrollers. But they do hang around there until there is alot of units. Most AI sends out units immediately, and some colors are stronger than others.

Hmmm.. since when does COLOUR factor into a Skirmish AI's overall behavour? Never ever noticed d00d and I run 10 tests on average per day. Its completely random.. AI is noted to doing wierd stuff every game.

Major request is that there will be units to guard the base even when there are defenses in place. Patrols are a must like the funny YR one where the AI uses GI's to patrol Refineries. Of course, I want the patrols to be everywhere. AI focuses way too much on defense near refineries, and outposts.

That can be arranged. I really REALLY hate what the AI does on expansions and IT HAS TO STOP!!! Putting key tech buildings and super weapons is dumb DuMb DUMB !!!! Expansions need Refineries, Warfactory, and Defenses. Securing it for resource consumption is absolutely key. All Power Gens and Tech stuff goes back behind the line. Waaayyy back!

Oh man... dying to start coding this AI ! ! ! :p
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#28 Spikey00

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Posted 18 April 2007 - 01:06 AM

Lets talk about it more! :p Gets me more excited from excited coders which are excited about coding and modifying the AI.

Vote results from Command and Conquer FileFront, for: "What do you Miss Most from Tiberian Sun in C&C3?"

34.3%
54 - Firestorm Walls
22.9%
36 - Burrowing Units
17.1%
27 - True Stealth Generators
12.7%
20 - Ice going 'Crick Crick'
12.7%
20 - Nothing at all!"

I personally voted for Walls. Nothing else really was a good choice. True Stealth Generators were heck of annoying, especially when NOD just turtles.

I feel that there could be some music improvement, the music in CNC3 is way different than the other Tiberian games.

Well the Powerplants should be scattered everywhere, but should be in the back.

Lastly for this post, I like how the NOD and GDI AI do this funny circle of anti-air defenses with the Outposts. Looks cool. lol.

#29 thudo

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Posted 18 April 2007 - 01:17 AM

Walls and Fences I am indifferent too. If I suspect my home HQ and base are in liklihood of being Commando or Engineer rushed then I have base defenses for that. Walls take time to build unless there was a button that would erect a perimeter wall around a building for a cost! That would force the enemy to attack with vehicles and thus prevent Commando/Eng attacks but not make them impossible to pull off since each Building would cost money to auto-place walls around em. Production Buildings would have a Gate setup so units could pass through the wall.

Well the Powerplants should be scattered everywhere, but should be in the back.

Scattered everywhere to a point. To avoid being Superweapon'ed.. yes...scatter em.

Lastly for this post, I like how the NOD and GDI AI do this funny circle of anti-air defenses with the Outposts. Looks cool. lol.

As long as defenses FACE THE ENEMY and thus are on the periphery of his base I am happy. This should be possible as the C&C3 AI can position Refineries to face Tiberium fields.

Should be fun to code the AI.. hopefully in a week or two.
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#30 Nighthawk

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Posted 18 April 2007 - 03:22 PM

As long as defenses FACE THE ENEMY and thus are on the periphery of his base I am happy.

Defenses have rotatable turrets, so it doesn't really matter what way they are facing, just so long as they are on the outskirts of the base. Unless the defenses have directional armour like vehicles, in which case, facing would be key.
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#31 thudo

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Posted 18 April 2007 - 03:32 PM

Well the direction of the Nod turrets are absolutely CRITICAL as the Turret Node must NOT be facing the enemy but instead back away into the base so the enemy is faced to go deeper into the defenses to destroy it. I believe the AI already does this anyway so it more where the entire defense farm is stationed. This is VERY important that its on the edge of the base facing the enemy base.
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#32 Spikey00

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Posted 18 April 2007 - 09:10 PM

Well making the base defenses facing some direction may help save some time to rotate the view so the defenses can fire at whatever is approaching.. And of course it looks better rather than everything just facing some boring direction.

Walls and gates to make nice looking bases. I can't help but waste time on building a pretty base while the AI fights off the AI while I'm in my nice little own world. I hope gates are still able to be implemented in CNC 3, as there aren't any right now. Would suck. :(

#33 Nighthawk

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Posted 19 April 2007 - 03:55 PM

There's the remnants of a TS GDI gate in the campaigns, although it's rather destroyed.
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#34 Spikey00

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Posted 21 April 2007 - 06:10 PM

Yeah, I saw that. Wasn't it the first GDI mission? I bet it wouldn't function.

Oh and, I have just noticed this huge thing.

GDI (and maybe Nod) AI NEVER build Tiberium Silos! It was so obvious, but I let it slip past by me...

#35 thudo

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Posted 21 April 2007 - 06:46 PM

GDI (and maybe Nod) AI NEVER build Tiberium Silos! It was so obvious, but I let it slip past by me...

Bahahah! Like they ever need too since their spending like drunken sailors.

Btw, having alot of fun (and diress) having the Skirmish Ai control my faction while I act as an informal economic advisor. :p AI does some dumb stuff but it can move units faster than I could while I go around and do other tweaks to improve its preformance. Now imagine having the game modded as I do to run 3x faster so everything moves/builds waaaaaayyy too fast. Talk about good training. Playing against a HARD AI has alot more meaning as you have to micro like an SoB! :O
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#36 Spikey00

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Posted 22 April 2007 - 07:23 PM

Hah. I always have a liking to the AI in Westwood games. RA2/YR I try and copy what they do, including base formation, Teams, etc. :o

I still hate the new Worldbuilder.




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