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how to make campaign AI auto base build
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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Sat Jun 01, 2019 3:25 pm    Post subject:  how to make campaign AI auto base build Reply with quote  Mark this post and the followings unread

i cant seem to make the AI build a base without the use of base nodes in campaign. i know there is trigger action 30 "Auto Base Building", but i cannot
get it to work. ive tried both auto deploying mcv's and pre placed conyards, coupling it with "make enemy", and "production begins", but it just sits there
like a rock doing nothing.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Jun 01, 2019 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I vaguely remember using that trigger action over a decade ago and it not doing anything. Looking at its code now that I've learned programming over the years, it definitely does something completely different than what the description says.

Maybe the description is a leftover from RA1.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Sat Jun 01, 2019 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

oof, that kind of sucks. i was hoping to hack the AIBuildsWalls=yes thing into a neat campaign mission but i guess its impossible.  
im a little bit curious about if the auto base building thing can somehow be evoked, and also about what in the world action 30 'really' does, though

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Jun 01, 2019 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, in the Firestorm GDI mission where you have to alert civilian villages against CABAL, the AI builds its base largely without nodes. You might want to check it out. Nevermind, just checked that wasn't the case.

If you use nodes and the spot where the node points to is occupied by something, the AI will erect the structure in the next best open spot.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Fri Aug 16, 2019 5:36 am    Post subject: Reply with quote  Mark this post and the followings unread

EDIT: Yeah, Skirmish/MP like base building in singleplayer mission maps does not seem to work atleast for me in TibSun, I might be doing it wrong. The stuff below only seems to work properly in RA1.

Sorry about the late response. All I know about this subject is that in Redalert 1 you could get the AI in singleplayer to behave like it does in Skirmish/MP via the IQ setting that you can set on houses/countries in RA1 (I used this for my main RA1 test map). From RA1/TibSun rules.ini:
Code:
[IQ]
Production=5
And then setting the IQ of the house you want to go Skirmish/MP mode in the map file to IQ=5 (defaults to zero). Example from RA1:
Code:
[England]
Allies=Greece,GoodGuy,Multi2
IQ=5
Credits=200
I suspect this will not work for auto production of battle forces in TibSun because of the scripted nature of TibSun AI, luckily you just want base auto production.
Copy paste from the rules.ini of RA1/TibSun:
Code:
; ******* IQ setting for computer activity *******
; Each player (computer controlled or otherwise) is given an IQ rating that is used
; to control what the computer is allowed to automatically control. This is
; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
; and intelligent the side will behave. Each ability is given a rating that
; indicates the IQ level (or above) that the ability will be granted. Because such
; abilities are automatically performed by the computer, giving a human controlled
; country a high IQ is not recommended. Otherwise the player's units will start to
; automatically "do their own thing"! A human controlled country is presumed to have
; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
; the maximum.
[IQ]
MaxIQLevels=5           ; the maximum number of discrete IQ levels
SuperWeapons=4          ; super weapons are automatically fired by computer
Production=5            ; building/unit production is automatically controlled by computer
GuardArea=4 ;2 in TS    ; newly produced units start in guard area mode
RepairSell=1            ; allowed to choose repair or sell of damaged buildings
AutoCrush=2             ; automatically try to crush antogonists if possible
Scatter=3 ;2 in TS      ; will scatter from incoming threats [grenades and such]
ContentScan=4 ;3 in TS  ; will consider contents of transport when picking good target
Aircraft=4 ;3 in TS     ; automatically replace aircraft or helicopters
Harvester=2             ; automatically replace lost harvesters
SellBack=2              ; allowed to sell buildings

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