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Problem with editing a existed AI


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#1 ravage

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Posted 22 April 2009 - 04:37 PM

all i want is reduce the probability of AI sell its building. so i copyed the /SkirmishAI folder to /SampleMod/Data/,and added this line to mod.xml:
Code:
Include type="all" source="DATA:SampleMod/Data/SkirmishAI/SkirmishAIIncludes.xml"


then i open the GDIOptimal.xml and changed StructureSaveChanceHard from 1.0 to 0.5. but in the game there are no GDI balanced AI:
http://i41.tinypic.com/2pzzk8g.jpg

instead there are two nod balanced AI:
http://i40.tinypic.com/qpp83o.jpg

is there really no solution like golan said?

Edited by ravage, 22 April 2009 - 04:39 PM.


#2 thudo

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Posted 03 April 2010 - 04:27 PM

Ah so creating your own project works BUT simply editing the vanilla AI does not? Man WTF were EA's devs thinking? Much like how they absolutely butchered the recent C&C4, those guys just don't get it: modding extends a product much farther than hard-coded locked-down standalones. Making their products hard to mod is issues a quick death to it.
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#3 ravage

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Posted 19 May 2010 - 01:40 AM

yea that's really shame. btw is there any other thing you can't do to the AI? just in case i may waste more time...

#4 thudo

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Posted 19 May 2010 - 02:10 AM

Well after CNC4 was such a massive turd beyond turd and EA is single-handedly destroying the gaming industry with dumb-down sh*t I pretty much left any EA game long since once CNC3 was not a modders paradise. Whole game industry is becoming less and less mod-friendly so I stick to older games that have way more potential.
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