I finally get it to work for the 1.06 patch.
Of cource, there are a lot of other improvements as well.
Whats new?
- Support for the 1.06 unofficial patch.
- China factions will now target with cluster mines enemy units/tunnels, instead of mindlessly droping them in their own base, even if it has mines.
- USA's Auroras will attack enemy powerplants with primary priority if they see that the enemy is low on excess power. They will also have high priority for GLA powerplants /built with stolen dozers/.
- Fixed a problem, where China's do not deploy ECM tanks near gatling turrets, also their behaviour is now changed - they will deploy near bunkers instead.
- USA's will deploy Avengers to protect firebases /it was already done for vanilla USA/.
- Tank general will finally be able to build his "hidden" airfield and will attack with aircraft as well. Initial Helix rush is also added for the general.
- Fixed a problem, where GLA vanilla do not use GPS scrambler.
- Fixed AFG ground teams that refuse to attack, as well as ground teams for AFG and SWG that do not load into transports.
- Fixed a situation, where AFG do not capture sniped /unmanned/ vehicles.
- Added missing drone gun upgrade for AFG.
- The AI will now consider having enemy patriots and tunnels in its base a base invasion, and it will build high priority base defence teams to deal with the threat. The AI will also have initial defence team to guard its base against early patdrops and tunnelbuilders.
- Fixed base defence teams - added missing attack priorities and build conditions, and fixed teams consisting of wrong faction vehicles.
- Measures taken to ensure that China's will fill their bunkers with tankhunters and do this fast - lowered the money requirement for the teams, increased their priority, and improved their scripts.
- Lowered the priority for the hackers a bit, so that the AI does not produce them when the base is attacked and needs base def teams or when it is building bunker teams.
- Additional firebase teams added for the Laser general.
- Additional garrison teams added for all GLA factions, they were not having many of them.
- Fixed a bug, where vanilla USA does not garrison predetermined civilian buildings.
- Improved scripts for the carbombs and some dozerhunt teams.
- Fixed early teams that do not attack the enemy for all China's, and the Laser general.
- Fixed a situation, where the AI considered gla holes to be superweapons, which resulted in unadequate behaviour and messed up AI internal clock /counter escalation/.
- Fixed a problem, which prevented sequential scripts from executing properly for AF and SW generals, a lot of things are done via them /transports, filling firebases, Burton planting charges, etc/
1.06 note
- USA's Stealth fighters will have higher priority for ECM tanks.
- The AI will take advantage of the new general points system, so now some generals will purchase more and different general powers than before.
- Fixed an issue with the 1.06 patch, where Demo was unable to use General Power Rebel Ambush, due to its changed name in the patch /now Demo Rebel Ambush/.
- The speed of the carbombs is the same as in the 1.04 patch, so that the AI can take advantage of them.
- Be aware that some of the maps that come with the 1.06 patch are not AI optimized, so playing against the AI on them is not recommended.
To install, backup your INI folder and Scirmishscripts.scb file, then replace them with those from the link.
C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\INI
C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\Scripts
AdvancedAIMod0.98 /by Lion & r42/ - improved by AEI v2.5
For ZH 1.04/1.06
Download at
http://www.mediafire.com/?i3nqnezm3z5
Special thanks to:
Lion
r42
C&C Labs community
Have a nice play.