XrRydr
21 years ago
I don't think that you should put too much effort in trying to get the construction yard thing to work. It might be possible, but you can already see there would be a lot of problems that would come of if we this. Besides, the dozer thing isn't that bad of a system.
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Lion
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21 years ago
In RA2 the strcutures were weak, if all units have a good anti-building weapon than it simply means they were weak, an infantry unit might have 10x the hitpoints of an overlord but if it takes 1000% damage from flame weapons its still gonna be weak. 5 Gis could destroy a WHOLE base in seconds, a barracks took just over 2 seconds to blow up IIRC. the structures on all other non-voxel based CNC games were far tougher to damage.
Then again burton goes around with a lot more flesh exposed that a technical but it takes 20 tank shells to kill him, high tech USA armor maybe? but this doesnt really relates to the topic anymore, do what you want just make it balanced.

Scripting can cause a unit to receive lethal damage with any condition, as you simply set the condition and THEN this team receives lethal damage. Alternatively you could go the hard way around and simply set when building built set timer *kill builder* to expire in x frames where x is the time it takes for the building to get built.

For the buildup animation i gave the alternative of the invisible unit building the building like a dozer but at a much faster rate. I am not 100% sure if generals can do an AI mix with human units but seeing that scripted missions exist it seems very plausible, i got both RA games to have a repair and rebuild AI where it would repair my stuff automatically and even launch a nuke for me, and it was a simply dumb INI file, im sure generals can do a lot with its extended scripting system.

For not reaching outside the rally point it must be possible as i explained before to kill the unit if it leaves the area specified.

If you want to add all teams together and simply give different prices for the same units its fine with me its not my mod, its less work for you guys as well...

The tesla coil doesnt need to "detect" a units health it simply fires a three shot burst (eg battlemaster with autoloader until the unit dies or it has to reload, however it would be able to change targets in the middle of a burst, pretty much like a laser patriot... cant be that hard to code in. so an infantry would get zapped once and die, the tesla woul use its 2 remaining zaps on other available targets while a tank would take the three shots...


Run your sarcasm detector over that statement again, especially the smiley at the end.


hows fixing my spelling errors sarcastic?

anyways, ill leave you guys to it, i understand you want to get the mod out first and get adventurous later, lets see how it goes and then ill give my ideas for improvement/additions.

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CommieDog
21 years ago

In RA2 the strcutures were weak, if all units have a good anti-building weapon than it simply means they were weak, an infantry unit might have 10x the hitpoints of an overlord but if it takes 1000% damage from flame weapons its still gonna be weak.

Lion wrote:


Not all RA2 units had good anti-building weapons. Tanks, for example, were no more effective in RA2 against buildings than in other CnC games. The anti-building weapons were limited to such units as the Prism Tank, Apocalypse, and yes, the deployed GI.

5 Gis could destroy a WHOLE base in seconds, a barracks took just over 2 seconds to blow up IIRC.

Lion wrote:


GI's couldn't walk from one side of a good sized base to the other in 5 seconds. But I remember how fast I could destroy structues with deployed GIs. It was probably put there to make the American Paradrop useful.

Then again burton goes around with a lot more flesh exposed that a technical but it takes 20 tank shells to kill him, high tech USA armor maybe? but this doesnt really relates to the topic anymore, do what you want just make it balanced.

Lion wrote:


Grr...Why does everyone say "OMG TANK SHELS SHOULD BE 100% ACURATE!!!!!111!!1"? Tank shells are NOT anti-infantry weapons. They are designed to hit large targets (such as another tank or a building) and are not accurate enough to hit infantry at maximum range. Modern tank shells, such as SABOT, also have very little explove content other than the propellant, so the shell would have to score a direct hit to kill infantry in one shot. The only problem I see is that tanks try to attack infantry at maximum range when they should try to get close enough to aim reliably, and then take out thei machine gun and attack.

Scripting can cause a unit to receive lethal damage with any condition, as you simply set the condition and THEN this team receives lethal damage.

Lion wrote:


Now you're talking about AI scripting, which is beyond my area of expertise. Can you spawn waypoints and boundaries on a map when a unit is created?

Alternatively you could go the hard way around and simply set when building built set timer *kill builder* to expire in x frames where x is the time it takes for the building to get built.

Lion wrote:


But then you would have to make the invisible dozer insanely fast, which would cause problems since it raises the possibility that the dozer could be sidetracked and repair a nearby building (units that can build structures MUST also be able to reapir them, it's hrad-coded.)

For the buildup animation i gave the alternative of the invisible unit building the building like a dozer but at a much faster rate. I am not 100% sure if generals can do an AI mix with human units but seeing that scripted missions exist it seems very plausible, i got both RA games to have a repair and rebuild AI where it would repair my stuff automatically and even launch a nuke for me, and it was a simply dumb INI file, im sure generals can do a lot with its extended scripting system.

Lion wrote:


Ah, I was thinking of using OCLs (where an object is instantly created) instead of having an automated dozer. See if you automate units in Generals.

The tesla coil doesnt need to "detect" a units health it simply fires a three shot burst (eg battlemaster with autoloader until the unit dies or it has to reload, however it would be able to change targets in the middle of a burst, pretty much like a laser patriot... cant be that hard to code in. so an infantry would get zapped once and die, the tesla woul use its 2 remaining zaps on other available targets while a tank would take the three shots...

Lion wrote:


But then an attack against a tank will look like that -- a 3-shot burst. The Tesla Coil isn't intended to be a powerful anti-infantry defense, anyway.

Run your sarcasm detector over that statement again, especially the smiley at the end.

Lion wrote:


hows fixing my spelling errors sarcastic


I'm talking about the statment I made in response to Incia concerning the irreplacable MCV, which you took as serious.
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CommieDog: Because someone has to do your dirty work for you
incia
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21 years ago
Will you include tiberium units?
such as cyborg, cyborg reaper, mutant hijacker, cyborg commando...?
Firion Corodix
21 years ago
i really like the cyborgs so i hope they will come in, but i dont think cyborg commando will come in because of that gdi mutant dude which is in already, though having cyborg commando and mk3 thing would represent the 2 sides both, now the 2 best units come from tib side, but the best defense comes from nod again, i would love to see the banshee as an anti tank air unit and the gdi bomber as an anti defense/building unit
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Blbpaws
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21 years ago
good comments Lion.

Incia we will include some but perhaps not all of those.
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Lion
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21 years ago
Yes there are conditions to kill a unit of it leaves/enters certain areas, most of it already used to program the AI on skirmish maps, but you can of course add a lot more complexity if the maps will be custom mode for the mod (a la blitzkrieg). you can even add a range of scripts that detect the size of the base and then allow bigger areas around your base which can be used to kill/stop the unit if it goes out of it...

My comment about the Burton was exactly to highlight the unrealisticness of the game, tank in generals funnily enough are 100% accurate just the damage is low, which is the other way around from real life...

The tesla was a good anti infantry weapon, but of course it can be changed at will

Kepp up the good work guys, i saw the models and its looking sweet
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Blbpaws
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21 years ago
hmm. Lion, what we are going to probably do is have some custom maps and some regular maps. Would your theroy still apply?
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incia
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21 years ago
Lion instead of telling how to do these things, can't you first try it out and if it workes then give the edited INI.files to CommeiDog?
And how many Infantry units will each side have?
I see RA only have the Conscript and rocket soldier as attacking units, which are very lame.
Blbpaws
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21 years ago
Incia, nothing is finalized.
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incia
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21 years ago
O.K. what do you think about it?
How many infantry units do you think will be in every side?
Lion
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21 years ago


hmm. Lion, what we are going to probably do is have some custom maps and some regular maps. Would your theroy still apply?

Blbpaws wrote:



Custom maps allow for a lot more possibilities both AI-wise and scripting-wise. It would still be possible to get that working but with special waypoints and areas it would be optimal. The real problem is simply playetesting and actual trying it, but in theory it seems to work.


Incia why dont you stop giving all suggestions for every unit and crazy ideas and simply give them the finished mod with all of that included?
Watch your mouth as what you said applies to you as well! Youre so lazy you get people to do the mod for you so you are in no position of telling people to work! 😁 (i love you really!)
Im just trying to help verbally while im WORKING on MY mod(you working on yours? 😁). Once its done i should be actually working on AS unless they get another AI guy, but thats a bit unlikely. As far as i know, theres only 3 people actively working on real workable AIs and thats me (AAIM), thudo (Hes making his own AI as well) and RVMECH (Blitzkrieg AI)

btw flame towers will rock if they launch big ass fireballs 😁
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incia
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21 years ago
1. I have a bad computer.
2. I don't know how to INI code.
3. I don't have the program for it.
4. I asked Commie, he said "yes".
5. I'm not lazy, I just have the power and friendship so people will do "things" for me.
6. Talking about crazy ideas? I actually hate all your suggestions, and this is my topic so I "suggest" you stop posting here.
7. NO OFFENCE
Firion Corodix
21 years ago
lol, it´s your topic maybe, but not your forum, and we can post in the forums where we want so lion can do that too. lion is our ai maker for the mod but does he even have acces to our mods staff forum?
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incia
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21 years ago
Um... Lion can post in my topic but I can't?
You guys have weird rules.
Blbpaws
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21 years ago
he'll get it soon cdlord.

Incia:
1. INI coding requires Notepad. Not exactly a high pwered app.
2. Niether did Commie at one point. There are tons of places you can learn.
3. Notepad? I'd be shocked if you don't have it.
4. Maybe you could have asked yourself.
5. Evidence suggests contrary.
6. Incia, in a forum everyone can post everywhere (with the exception of staff forums). We just would like it if people posted productive things.
7. None taken.
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Lion
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21 years ago
lol at your replies (esp 5) Blbpaws 😁
lets not turn this into a flame war, each of us with their suggestions and we all remain friends. Im posting here so i dont have to create another topic so all constructive ideas and debates are consolidated into a single source of knowledge, saving users from scowling around looking for suggestions spread all over the place!

I imagine it should be possible to do a lot of porting over if we use scripting couple with INI modding... The previous non-dozer building system would be surely a challenge but it would set AS apart from other mods, I think it would be great anyways...

Creator of the ZH Advanced AI MOD.
Get the latest version here:
http://www.cncgeneralsworld.com/page.asp?page=zerohour:advancedaimod 
Firion Corodix
21 years ago
the non dozer build system would be great if you get it working.
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Blbpaws
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21 years ago
I agree. But we also don't want to spend tons of time on it and neglect gameplay and crucial design and balancing.
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Firion Corodix
21 years ago
then we could try the non dozer system after the mod is done. if we haven´t forgotten about the idea at that time.
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