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AIBuildThis=yes or AI.ini?
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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Jun 15, 2022 10:27 pm    Post subject:  AIBuildThis=yes or AI.ini?
Subject description: Can AI build new units automatically or do I need to setup teams in AI.ini?
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I got Tiberian Sun Retro and have been modding it. If you've ever played that mod, you'd probably remember that Nod gets a LOT of retro units like the light tank, heavy tank, artillery, APC, etc. Which is great. But GDI's only retro unit is the Mammoth Tank. So what I've done is take the already existing hum-vee, medium tank, and MLRS (they were crate only units with beta graphics) and I've upgraded their graphics and edited their stats and incorporated them into GDI's tech tree nice and proper.

But I want the AI to use them in campaign and skirmish. I've set the 3 units AIBuildThis= tag to yes. But I'll be playing a skirmish match and about a few minutes into the match the game crashes, I get internal error. I'm playing as GDI and there are 7 other AIs, a few of them also GDI. I can build the "new" units no problem but I think the game crashes when the AI tries to build them.

Do I have to edit the AI.ini to get this to work? And will that also affect the campaign?

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Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jun 16, 2022 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

AIBuildThis is for buildings in RA2, if you want AI players to make units, they have to be in ai.ini TaskForces used by whatever TeamTypes and AITriggers. There's no fuzzy logic in WW.

The only thing the AI can do with an unassigned unit, like it gets one from a crate, is in certain circumstances will use it in a Guard mission when under attack.

PS. for crashing you can try my ini checker: https://www.ppmforums.com/topic-49433/aicheck-for-ts-fork/

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri Jun 17, 2022 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh I see. OK I'll set up some AI teams. That ini checker looks neat. I think my game was crashing because I did add in the new units to already existing AI teams. After it crashed a few times I reverted all the changes I made. in the ai.ini

The AI teams work in campaign too, right? Not just Skirmish?

_________________
Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

Last edited by DoMiNaNt_HuNtEr on Sun Jun 19, 2022 9:36 pm; edited 2 times in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jun 17, 2022 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

If the missions don't define new countries and houses, which they usually do. You'll also find that missions are designed to be more predictable than the randomness of a skirmish AI, and thus scripting all the attacks within the mission makes more sense usually.

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Jun 17, 2022 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Most TS missions make use of the multiplayer AI directly. Since vanilla TS AITriggers apply to all houses, new houses aren't an issue either.

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CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered


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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Fri Jun 17, 2022 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

when i wrote AI for missions, TS and RA2, i observed that ai triggers are treated differently in campaign in that
each AI in skirmish can independently make every teamtype in the AI triggers, but in campaign all of the AI houses
acted like a single house and share the AI trigger teams like a pool. this means that the AI will perform sub-optimally
or outright break in the event that there are more AI houses than there are basedefense teams. I am surprised that
westwood got away with that.

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visit my moddb profile for .shp downloads and stuff

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jun 18, 2022 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I forgot we were talking about TS, where sides are synonyous with houses/countries. That was one of the adjustments I had to make to AICHECK to make it TS friendly Smile

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sun Jul 10, 2022 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

We gotta bring Tiberian Sun Retro back. Anyone know if SMIFFGIG is still around? I've modified his mod and want to send him a copy, see if he likes it.

But I still gotta do the AI thing. Also I'm using the voxels from Return of the Dawn for the GDI Hum-Vee, Medium Tank, and MLRS, so those guys and SMIFFGIG need to give me permission to release my updated Retro mod to the public.

I love Retro mainly because it makes the campaign more fun, more units to use with better graphics and better AI. There have been campaign patches released by fans recently on Mod DB that I have combined.

_________________
Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

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