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Fixed AI Mod Options
MicScoTho
#81 Posted : Friday, May 14, 2010 9:45:12 AM
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Stewox wrote:
Maybe you should put it on MODDB to get a profile there since it's revived mod (and those who will like it but don't know about it) , and I don't think any other community has better AI than this one , and don't forget the credits and the community where it is from :)

http://www.moddb.com/mod...ced-ai-mod-for-zero-hour
AEI
#82 Posted : Saturday, May 22, 2010 6:00:00 PM
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Joined: 8/20/2009
Posts: 11
Stewox wrote:
Wow . massive improvments , love , thanks a lot guys.

Also, GLA toxin does not build Fortified Structure upgrade (that's the first AEI version)


Hello! Smile
I'm working for some time on a new version, with new fixes and improvements and support for the 1.06 patch. It will be ready after 10 days or so.
BTW for me toxin always build the Fortified Structure upgrade.


Stewox wrote:
Maybe you should put it on MODDB to get a profile there since it's revived mod (and those who will like it but don't know about it) , and I don't think any other community has better AI than this one , and don't forget the credits and the community where it is from :)


Yep, i was thinking to get it at more sites, including MODB, but i want first to complete the newest version and its 1.06 support.
I uploaded the latest version, the one that is here, at Game Replays though, to check if ppl will like it.
Can you suggest the credits for me?
In my readme i already wrote that this is the basic AI 0.98 mod by Lion&R42, with the improvements made by myself /improved version 2.2/.

Stewox wrote:
As i mentioned , the INIs with the AI mod are only small edits that make some stuff work for AIs.

I have made a raw changes list, it's not a lot if you consider there are 14 inis to edit (most of them 1 to 2 changes)

I use a program called WinMerge , which can compare 2 files at the same time , and I pinpoint the changes. (I think that's the most useful program for modding , especially for inis where you don't have script parsers to find errors)
With this you can practically adapt it for ANY version.

However, you do not need INIs for the AI MOD , they are recommended but NOT required at all.

IF you are using 1.06 patch and 1.04 mod , it actually is not a big deal , it will work fine , but whatever you do, DO NOT REPLACE 1.06 INIS with 1.04 , just leave it , and replace scb script file and AIdata.ini ONLY.

Only about 3 or 4 things mentioned will not work , such as AI sending MOAB , but I don't know why doesn't AI upgrade the MOAB and use upgraded daisy cutter command instead (which is how it works for players , it may not work the same for AIs however)


Yep, i also use WinMerge, for this and other mods.Smile
No need to waste your time for the INIs, the 1.06 support will be ready soon.
MOAB does not work without the INIs, because it requires edits in them.
I wrote how i made MOAB to work in one of my earlier posts.
I never found another way for the AI to use MOAB properly /via scirmishscripts for example/, it just doesn't work.
Also several features from the scirmishscripts for 1.04 do not work properly with 1.06 INIs - for example the carbombs, some General Powers, etc.

AEI
#83 Posted : Sunday, June 06, 2010 4:36:57 AM
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Joined: 8/20/2009
Posts: 11
I finally get it to work for the 1.06 patch.
Of cource, there are a lot of other improvements as well. Smile

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. Smile
Stewox
#84 Posted : Tuesday, June 08, 2010 10:20:08 AM
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Joined: 12/26/2006
Location: Slovenia
Posts: 454
WOW you rock man!

very very nice updates and almost all the critical ones , like ECM and Stealth fighter core abilites.

Already got a suggestion , it might be already in but i don't know , AI Stealth Fighter bunker buster , does it use it on tunnels? I play a lot of GLA , and I saw it uses them on palace, but this might be coincidence , I saw once that palace is reistant to building cleaning weapons but i don't know if this applies to bunker buster projectile weapon , but as far as i little remember , it did indeed killed my RPG troopers inside.


Now i just have to install right now and see those AI carbombs :D
AEI
#85 Posted : Wednesday, June 09, 2010 4:01:58 AM
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Joined: 8/20/2009
Posts: 11
Stewox wrote:
WOW you rock man!

very very nice updates and almost all the critical ones , like ECM and Stealth fighter core abilites.

Already got a suggestion , it might be already in but i don't know , AI Stealth Fighter bunker buster , does it use it on tunnels? I play a lot of GLA , and I saw it uses them on palace, but this might be coincidence , I saw once that palace is reistant to building cleaning weapons but i don't know if this applies to bunker buster projectile weapon , but as far as i little remember , it did indeed killed my RPG troopers inside.


Now i just have to install right now and see those AI carbombs :D


Yep, the Stealth Fighters attack base defences with primary priority, so they clear tunnels often.
In one of the earlier updates i gave them higher priority for Palaces as well.
Here is what clears what:

Stealth Fighter with bunkerbusters will clear tunnels /kills all infantry, bikes and buggies in the tunnel and eject the rest units damaged/, Palaces, Bunkers, garrisoned civilian buildings. Heroic infantry and heroes will survive the strike though.
Neutron artillery will fully clear tunnels, Internet Centers, Palaces, Bunkers, and garrisoned civilian buildings.
Dragon tanks, Flashbangs, Combat Drops, Microwave tanks, Toxin trucks, Toxin rebbels and Toxin tunnels will clear garrisoned civilian buildings.
starrysky
#86 Posted : Saturday, July 24, 2010 12:08:44 PM
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Joined: 12/23/2009
Location: China
Posts: 1
AEI wrote:
I finally get it to work for the 1.06 patch.
Of cource, there are a lot of other improvements as well. Smile

Whats new?

......

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. Smile


Hello, I can't open "http://www.mediafire.com/?i3nqnezm3z5", may you send to my email?

starrysky21@163.com

thank you much!

MicScoTho
#87 Posted : Saturday, July 24, 2010 12:59:17 PM
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Posts: 2,160
AEI, if you post a new version, next time you should attach it to your forum post (using the attach files to this post checkbox), so that visitors don't have to use mediafire etc. and can download it directly from the forums here.
AEI
#88 Posted : Sunday, July 25, 2010 4:22:53 AM
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Joined: 8/20/2009
Posts: 11
starrysky wrote:


Hello, I can't open "http://www.mediafire.com/?i3nqnezm3z5", may you send to my email?

starrysky21@163.com

thank you much!



Hello starrysky.
Try to download it from here:

http://www.moddb.com/mod...ro-hour-improved-by-aei

or here:




File Attachment(s):
AdvancedAIMod0.98 - Improved V2.5.rar (1,457kb) downloaded 2 time(s).
Distrbd21
#89 Posted : Sunday, September 05, 2010 8:22:05 PM
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Joined: 8/26/2010
Posts: 23
Sorry to bump an old topic but does this mod work with TFD?

only reason i ask is because i can't use the zero hour patchs, ie 1.03, 1.04, 1.06
MicScoTho
#90 Posted : Sunday, September 05, 2010 8:39:02 PM
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The mod should work with TFD, since TFD comes with Zero Hour patch 1.04 pre-installed .
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