Hello, and thank you for this mod.
Again. :)
I remember you asked for new ideas, so this is the 0.98b AI mod, but with the improvements that i made for myself.
Feel free to use whatever you find useful.
What's new?
USA factions will use Chinook MD drops behind enemy lines.
AIRF will now use the Combat Chinook.
These attacks will come from different directions.
AI Dozer hunting - the AI will hunt down the remaining dozers if it sees that the enemy has no Command Center, using Terror Bikes, Tech Terror attacks, or its planes.
All USA factions now enabled to use MOAB /until now only AIRF was using it for me/. This is done by uncommenting this line in the relevant factions files:
;Behavior = OCLSpecialPower ModuleTag_29
; SpecialPowerTemplate = SuperweaponMOAB
; OCL = SUPERWEAPON_MOAB
; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
;End
All China factions now enabled to use Carpet Bombing, including the Nuke Carpet Bombing for the Nuke General /these bombers were disabled due to EA mistakes, and originaly only Tank was using them/. This is because the general power for vanilla China and China Infantry is called Early_SCIENCE_ChinaCarpetBomb, instead of SCIENCE_ChinaCarpetBomb, which was mistakenly selected for all China factions, but it is only valid for the Tank General. For Nuke is Nuke_SCIENCE_ChinaCarpetBomb, and as i said for Tank is selected properly.
Toxin General will use Tech RPG attacks.
Stealth and vanilla GLA's will send technicals loaded with saboteurs to try to reset the enemy's SuperWeapon, when such is built.
China and Nuke will now upgrade the Neutron Shells, and scripts are added to allow their nuke launchers to use the Neutron Warheads, so now they can clear every garrisoned building, including Palaces, Tunnels, Bunkers, and Internet Centers.
USA's planes will attack targets behind enemy lines, if they see that the enemy has no power.
Fixed the Tech Terror rushes which were again not working correctly due to wrong scripting /for example to launch attack on a Tech Center, the AI will look for itself if it has such building, instead of the enemy/. They now also use a bit different scripts, and Supply Buildings are added for the Suicide priority, so that the terrorists are able to attack them after they unload the technical, in case it attacks a Supply center.
The Tech terror rushes will come from different directions.
Added Tech terror attack for Demo.
Fixed the Battle buses, which were again not working /except for Vanilla GLA/ , because no sequential scripts were used.
Fixed a Battle bus issue, where the buses will not load their teams, and proceed to attack empty, if their base is attacked when the team is trying to load into the bus.
Stealth and Demo will continue to use Battle buses throughout the whole game, instead of only once /like the other GLA's/.
Fixed the issue, where the Bomb trucks will try to disguise for ages /Stealth and Toxin/. This was because the AI will try to disguise only those that are built at the base, but not those that are built at expansions.
Fixed the USA bug, where the faction does not try to capture Tech Buildings.
Countermeasures upgrade added for vanilla USA, and the drone armor and chem suits upgrades added for AIRF, they were not using them.
Reenabled the Flashbang upgrade for SW USA, because it was not working, at least for me.
Laser and vanilla USA will use their Auroras more efficiently /it is already done for the other USA's/ - they will start to attack immediately, instead of waiting for the rest of their team to be built. This is done by making every team to consist of a single plane.
USA's Stealth Fighters will now attack Palaces /because they can clear them with their Bunker Busters/.
USA's Stealth Fighters will have higher priority for artillery, instead of tanks, since it is one shot - one kill.
USA's will have separate priorities for GLA workers, and the rest of the Supply Lines, such as Chinooks and Supply trucks. This is because their planes are ineffective against the workers, so now they will continue to attack the Chinooks and the Trucks, but will rarely waste time and ammo for the workers and instead will prefer more juicy targets.
Fixed an issue, where all GLA factions tanks again will refuse to attack AntiAir defences, in case the enemy has no power and then the power is back, it was due to wrongly selected China Prio Back scripts, instead of the GLA ones.
Fixed Supply Lines priorities for Nuke and Infantry generals, some of them were missing.
Added supply guards for Laser and SW USA factions. /The other USA's already have/.
Fixed the supply guards for Stealth and vanilla GLA, they were not working due to missing stuff. They will now consist of stealthed combat bikes, instead of rebels, since the bikes deploy and react alot faster.
Measures taken to ensure that GLA's will expand. This is because they are the most resourceful factions, so they will have higher money requirement to refuse to expand /10 000 $/ instead of 6000$ like the other non GLA factions.
Fixed a situation, where AIRF will not expand, because the requirement to refuse to expand was to have more than 5 supply buildings /this means Supply drop zones as well as Supply centers/ . So now the requirement to refuse to expand will be to have more than 5 supply centers, instead of supply buildings.
General Power Frenzy replaced with Artilery strikes for Tank and Nuke generals.
USA's Medic teams will hide at the back of the base, since the SuperWeapon attacks generaly attack the center of the base, so that they can survive and clean up the mess. The medics will have a battle drone, since they cannot heal themselves.
Added Sniper team for Laser's Firebases, the faction was not using them for their firebases.
Added Terror bikes teams for Stealth, the faction was not using them.
Fixed a situation, where Demo will build 20 + defences at a single supply source.
A lot of other small fixes.
If someone want to use the improved mod, then he should backup his Ini folder and SkirmishScripts file, then replace them with those from the link.
Download at
http://www.mediafire.com/?gujmzx3zyyzedit: The improved mod is for the 1.04 patch.
Edited by user Wednesday, January 6, 2010 3:15:04 PM(UTC)
| Reason: Not specified