Posted by: r42 - Monday, January 12, 2009 5:04:22 AM
http://www.megaupload.com/?d=FZHRRMT0 Fixed China Nuke General and all USA generals can rebuild their strategies if Strategy Center destroyed and builded again. Archive contains setup.exe from original AI Mod and fixed SkirmishScripts.scb that you have to unpack in ..\CommandConquerZeroHour\ZeroHour\Data\Scripts (remember to save original SkirmishScripts.scb if you need it)

Posted by: zergswarms - Monday, January 12, 2009 5:22:16 AM
Is this your own creation? Or added to the Advanced AI mod? If this is the case, I think you need permission....

Posted by: r42 - Monday, January 12, 2009 5:36:21 AM
It's added. If author care about his mod why he doesn't fix it by himself?... Anyway feel free to leech, nobody will hurts, dies or lost the money.

Posted by: MicScoTho - Monday, January 12, 2009 6:55:51 AM
Can you explain in more detail the bug this fixes? What causes the strategy centers to no longer be rebuilt?

Posted by: r42 - Monday, January 12, 2009 8:56:13 AM
>>Can you explain in more detail the bug this fixes? Nuke General didn't build barracks coz there was an error in script. >>What causes the strategy centers to no longer be rebuilt? It wasn't scripted. And not strategy centers - strategies (Hold the Line, Bombardment, Search and Destroy). Also AI pick the strategy randomly. Try to play and you will see.

Posted by: r42 - Saturday, January 17, 2009 2:25:56 AM
Sorry but one more bugfix: - Dozers are programmed wrongly so they try to build a building and it remains at 0% for ages - this is due to the "Aggressive" state that the dozer team is in. http://www.megaupload.com/?d=ERDLMXPS

Posted by: MicScoTho - Saturday, January 17, 2009 6:06:40 AM
Thanks, r42. The original developer of this mod is no longer active in the community. Thus, we may consider using your changes in a new official release of the mod. What do you think? Are there other changes you'd like to make?

Posted by: zergswarms - Saturday, January 17, 2009 6:20:38 PM
[quote=r42]Sorry but one more bugfix: - Dozers are programmed wrongly so they try to build a building and it remains at 0% for ages - this is due to the "Aggressive" state that the dozer team is in. http://www.megaupload.com/?d=ERDLMXPS[/quote] The Dozer bug was fixed in the AI mod for all generals except for the base faction.

Posted by: r42 - Sunday, January 18, 2009 6:05:42 AM
[quote=MicScoTho]Thanks, r42. The original developer of this mod is no longer active in the community. Thus, we may consider using your changes in a new official release of the mod. What do you think? Are there other changes you'd like to make? [/quote] Yes, I would like to make more, but not now... It seems that all obvious bugs fixed, so use it as you wish.

Posted by: MicScoTho - Sunday, January 18, 2009 6:44:50 AM
[quote=ZergSwarms][quote=r42]Sorry but one more bugfix: - Dozers are programmed wrongly so they try to build a building and it remains at 0% for ages - this is due to the "Aggressive" state that the dozer team is in. http://www.megaupload.com/?d=ERDLMXPS [/quote] The Dozer bug was fixed in the AI mod for all generals except for the base faction. [/quote] Sorry, do you mean r42 didn't fix the Dozer bug for the base ("vanilla") factions?

Posted by: zergswarms - Sunday, January 18, 2009 7:29:24 AM
[quote=MicScoTho][quote=ZergSwarms][quote=r42]Sorry but one more bugfix: - Dozers are programmed wrongly so they try to build a building and it remains at 0% for ages - this is due to the "Aggressive" state that the dozer team is in. http://www.megaupload.com/?d=ERDLMXPS [/quote] The Dozer bug was fixed in the AI mod for all generals except for the base faction. [/quote] Sorry, do you mean r42 didn't fix the Dozer bug for the base ("vanilla") factions?[/quote] Whoops, didn't realize how unclear that was. Sorry about that. What I meant was the original creator of the mod had already addressed and fixed the Dozer problems for three of the four USA factions. From what I understood, the original creator did not touch the vanilla factions, so the Dozer bug might still be there for Vanilla USA. So unless r42 is referring to VUSA, then he didn't fix anything that wasn't already fixed regarding the USA Dozer getting stuck at 0%.

Posted by: Stewox - Saturday, January 24, 2009 4:16:04 AM
Anyway ... it's nice to see someone continuing the work on this mod, I hope you can optimize the mod , the lates official ZH advanced AI mod , it LAGGS , even on my high end machine is still quite annoying and severe. I think the Lion was the author he retired from this years ago.

Posted by: r42 - Saturday, February 28, 2009 6:56:04 PM
http://www.megaupload.com/?d=4QWXQC6E Remastered version of this great mod. This archive contains "INI" and "Scripts" folders. As always just replace the original files and remember to save them. List of changes: - Improved all factions(Base building scripts, attack teams and other enchances). - All factions balanced with amount of cheat money that they have. - All USA generals now can attack with abandoned rangers. - MissileDefender properly uses the ability "LaserGuidedMissiles". - All GLA factions now uses bombtrucks and battlebuses. - AirForce general uses CarpetBomb from StrategyCenter. - VanillaUSA general uses MOAB. - All USA factions now uses upgrade DroneArmor. - Fixed vanillaGLA bug when it uses GPSScrambler each 40 seconds and not uses the SneakAttack at all. Also, there is a lot of tiny changes that I can't remember. [quote]Anyway ... it's nice to see someone continuing the work on this mod, I hope you can optimize the mod , the lates official ZH advanced AI mod , it LAGGS , even on my high end machine is still quite annoying and severe.[/quote]try my mod and say which general or maybe combination of generals do laggs. Also it can be map causes that AI laggs, so you must try another map. Lets do tests =)

Posted by: Annihilationzh - Sunday, March 1, 2009 5:39:14 AM
In this version, does the AI still check it's generals powers every frame? Or has that been fixed since the vanilla zh AI?

Posted by: r42 - Sunday, March 1, 2009 6:58:21 PM
[quote=Annihilationzh]In this version, does the AI still check it's generals powers every frame? Or has that been fixed since the vanilla zh AI?[/quote] AI checks it's general powers every few seconds(<10). Exeption is GPSScrambler and Frenzy(every frame). Also ATACK WAVE scripts checks not every frame too.

Posted by: beng - Thursday, April 9, 2009 2:57:38 AM
[quote=r42]http://www.megaupload.com/?d=4QWXQC6E Remastered version of this great mod. This archive contains "INI" and "Scripts" folders. As always just replace the original files and remember to save them.[/quote] What changes did you make to the INI files? I am thinking of using your skirmish AI in my mod but i cannot use your INI files since my mod modifies the same files.

Posted by: r42 - Monday, April 20, 2009 4:03:48 AM
http://www.megaupload.com/?d=EFGO45GS My work from latest. Changes: - AI can re-enable important unfinished upgrades. - More base building, attack teams and other general AI improvements. Looks like bug with LaserGuidedMissiles ability [s]completely removed for now[/s] will be removed in the future. - Stealth can manage with hijacker's captured tanks and vehicle(merge them into attack team, build upgrades (BattleDrone and Overlord's upgs) for it). - Added scripts that change attack priority for power-related base defences to 1 if AI sees that it's enemy has no power. - Improved behavior for bunker and Palace teams. [code]What changes did you make to the INI files? I am thinking of using your skirmish AI in my mod but i cannot use your INI files since my mod modifies the same files.[/code]I add those strings to DragonTanks and BombTrucks[code]Behavior = CommandButtonHuntUpdate ModuleTag_Hunt01 End[/code]and those KindOf for battlebuses[code]TRANSPORT[/code]sorry for late answer.

Posted by: some1 - Thursday, May 28, 2009 1:51:23 AM
Hey! Thanks for the updated script ! So is the best/most up-to-date about script ? Thanks! edit: Do you change anything in easy/medium army? p.s. could you use mediafire next time?!

Posted by: r42 - Thursday, May 28, 2009 5:29:17 PM
[quote]p.s. could you use mediafire next time?![/quote]here you go http://www.mediafire.com/?yyt4vwjbdgy Mines OFF (for slow machines) http://www.mediafire.com/?wwyywdlzjmm Mines ON It is another "snapshot". Although, I forgot to enable mines last time too :)[quote]Do you change anything in easy/medium army?[/quote] Since 01.03.2009 Normal is the same as Hard but without 50000 additional money. Easy not touched(practically).

Posted by: Stewox - Monday, June 1, 2009 2:07:50 PM
Man that's awesome to see one continuing the advanced AI mod , thanks a bunch man I am downloading and trying right away. Cool fixing those upgrades , AI always failed to upgrade when it could, in campaign also. On the other hand , maybe non working scripts that caused a mess were the culprit for lag? Make sure to repair or clean them out. Outstanding job anyways[+1] EDIT: Oh and is there any sort of whereabouts or comments that I can spot in the INIs as I have a mod of my self and I would like to update my INIs with the AI mod INIs , is there a way that i can see what specifically you changed in the object inis? Just wondering, I myself do a lot of commenting on almost everything, that makes is so much easier to remember the trick or point as I return to it months after hehe. Also An idea for you , in AIData.ini , there are positions for the AI to place structures , I was all hyped up to make AI build more structures and bingo, but i was doing it without WB that time and the structures placed by AI are rotated lold , I wasn't doing it actually for final just experimental but it seemd to do the trick i was hoping for , I just find it weird that specific coordinates control everything but oh well if you have time and ready for it make AI to use more hackers/dropzones/blackmarkets/powerplants/defences/airfields , I would love to play against AI with loads of defences not only around the opening but in the back side also , defences in the center of the base are also welcome.

Posted by: Stewox - Wednesday, June 3, 2009 3:27:25 AM
[quote=r42] [code]What changes did you make to the INI files? I am thinking of using your skirmish AI in my mod but i cannot use your INI files since my mod modifies the same files.[/code]I add those strings to DragonTanks and BombTrucks[code]Behavior = CommandButtonHuntUpdate ModuleTag_Hunt01 End[/code]and those KindOf for battlebuses[code]TRANSPORT[/code]sorry for late answer.[/quote] so that's all you changed , added hunt updates and kindof , is there anything else , plz i must know so i can merge it with my mod , next release it would be good if you made a list , or comments in the code it self that would be greatly appreciated.

Posted by: Stewox - Wednesday, June 3, 2009 6:48:53 AM
oh my... I went 1v1 hard , i was airforce and the random was toxin ... game starts smoothly , but after scud storm the same ol problem arrived , the lag , however the lag is different , in lions latest version the whole game was slowed down when it lagged and there were less big lags but still quite noticeable, this time the lag multiplied , beginning with small lockups-lags that means the game was normal when it not lagged for a moment , these lockups where significant lags , the way the game turned out , at the end when the AI defeated me with suprisingly smart tactic and units it didn't used before, anyways the game lag was unbareable, the lockups were longer and longer so there was very little smooth play moments .. judging that my high end machine can't cope this , no any mainstream PC and ever handle this. There are just scripts that are in the way and the AI forces to run script many times or what, I personally don't know about scripts and never edited them, there must be something to clean-fix up.

Posted by: r42 - Wednesday, June 3, 2009 7:46:31 PM
[quote=Stewox][quote=r42] [code]What changes did you make to the INI files? I am thinking of using your skirmish AI in my mod but i cannot use your INI files since my mod modifies the same files.[/code]I add those strings to DragonTanks and BombTrucks[code]Behavior = CommandButtonHuntUpdate ModuleTag_Hunt01 End[/code]and those KindOf for battlebuses[code]TRANSPORT[/code]sorry for late answer.[/quote] so that's all you changed , added hunt updates and kindof , is there anything else , plz i must know so i can merge it with my mod , next release it would be good if you made a list , or comments in the code it self that would be greatly appreciated. [/quote] Yes, that's all for object inies. But if you still need it, then next time I'll try to remember and to add comments in the code for it. [quote]oh my... I went 1v1 hard , i was airforce and the random was toxin ... game starts smoothly , but after scud storm the same ol problem arrived , the lag , however the lag is different , in lions latest version the whole game was slowed down when it lagged and there were less big lags but still quite noticeable, this time the lag multiplied , beginning with small lockups-lags that means the game was normal when it not lagged for a moment , these lockups where significant lags , the way the game turned out , at the end when the AI defeated me with suprisingly smart tactic and units it didn't used before, anyways the game lag was unbareable, the lockups were longer and longer so there was very little smooth play moments .. judging that my high end machine can't cope this , no any mainstream PC and ever handle this. There are just scripts that are in the way and the AI forces to run script many times or what, I personally don't know about scripts and never edited them, there must be something to clean-fix up.[/quote] Which map? Was it "Twilight Flame"? I asking it coz I've already done clean-fix up and for me game runs mainly smooth. There is only one or two big lags in the middle of the game. I do not know what exactly causes them... so, I'll try that "clean-fix up" work one more time. Also I notice that AI do strong lags only when its units can't reach what it says to them. (on the "Twilight Flame" units can't reach the waypoint called Backdoor, for example)

Posted by: Stewox - Thursday, June 4, 2009 10:53:39 AM
[quote=r42] Which map? Was it "Twilight Flame"? I asking it coz I've already done clean-fix up and for me game runs mainly smooth. There is only one or two big lags in the middle of the game. I do not know what exactly causes them... so, I'll try that "clean-fix up" work one more time. Also I notice that AI do strong lags only when its units can't reach what it says to them. (on the "Twilight Flame" units can't reach the waypoint called Backdoor, for example)[/quote] Good news for medium , i think medium worked well , and indeed it was some small lag to notice , but seriously only 2 ones somewhere in the middle , but hey I tried that with an other map , oh well , the HARD i tried on was Mountain Fox(4) , the enemy was vanilla usa. Oh , the actual mod , splendid , I lost 3 times in a row at first[stuck_out_tongue] good job Well one of the big thanks goes to fixing the lag , hopefully that's only an issue with my filled PC or the map I played on.

Posted by: Stewox - Thursday, June 4, 2009 1:31:17 PM
Yes now i tried on a different map and suprisingly it did super smooth , and that's nails it , it is seriously the thing what and how much stuff the AI does , if AI forces to do something that doesn't work it's a dead end.

Posted by: r42 - Friday, June 12, 2009 6:41:15 AM
I almost forgot to tell you that I am using patch 1.05 as base for inies. And, of course, script tuned for it. Should I use the 1.04 version to continue the work? :/ Let me know. Also, I found the way to fix that uncrushable minigunners. Add this to minigunner's ini:[code] Behavior = SquishCollide ModuleTag_09 ;nothing End[/code]It's will be included in the future release.

Posted by: MicScoTho - Saturday, June 13, 2009 8:34:03 AM
[quote=r42]I almost forgot to tell you that I am using patch 1.05 as base for inies. And, of course, script tuned for it. Should I use the 1.04 version to continue the work? [/quote]What patch 1.05? Do you have a link to it?

Posted by: Annihilationzh - Saturday, June 13, 2009 10:02:08 AM
It's an unofficial patch, which is really a mod. It has the major bugs fixed and some balancing done. The most current is the 1.06, which is here: http://www.gamereplays.org/community/index.php?showtopic=380765

Posted by: Stewox - Sunday, June 14, 2009 5:19:42 AM
I also switched to 1.06 now, seems reasonable, but I don't like the Antrax being moved to Black Market , which doesn't make sense. Antrax is an GLA tech not something you buy on black market. Another fix I made my self and I didn't found it in the 1.06, is the STOP button in all Palaces, it helps if you force fire with those RPGs inside. However, the script needs some more increasement, AI Doesn't build as much units but It uses them more effectively(they don't get stuck or sleep in base) But a bit of more numbers would be nice.

Posted by: r42 - Monday, June 15, 2009 10:14:43 AM
Then I'll switch to 1.06 too. Redo fixes for bombtrucks, dragontanks and minigunners is nothing :) Also, the STOP button can be added through the script. (on match initialization) I'm working on the Helixes now. For some reason (KindOf TRANSPORT exists) AI's infantry do not want to be loaded into it... Maybe you can do something?

Posted by: Drummin - Monday, June 15, 2009 10:49:14 AM
How does playing with the 1.06 mod work when playing online with others who use a different patch? Seems like there would be a mismatch because of the big changes made. Help me understand.

Posted by: MicScoTho - Monday, June 15, 2009 3:21:09 PM
Thanks for the clarification, Annihilationzh. [quote=Drummin]How does playing with the 1.06 mod work when playing online with others who use a different patch? Seems like there would be a mismatch because of the big changes made. Help me understand.[/quote] You would need to play with others who have the unofficial 1.06 version installed. Otherwise yes, there would be a mismatch, assuming the game erroneously let you connect to the other player in the first place.

Posted by: r42 - Sunday, June 21, 2009 2:47:32 AM
http://www.mediafire.com/?rjmmzmjjxkm Description: archieve that contains setup(AdvancedAIModv0.96(zh104).exe) for last official ZH patch and another archieve(AdvancedAIMod096b.7z) with sources for both last official(1.04) and unofficial(1.06) patches. Small changelog: - Vanilla GLA camouflage upgrade - Added supply guard teams to Vanilla USA and Airforce for experimental purpose - My&EA lame script improvements, tuning. The LAG reduced. - Added more factories to AI's build list - Little more base defs - Fixed uncrushable (by vechicle) minigunners. - Additional BlackMarket for Toxin - Additional ScudStorm and 2 BlackMarkets for Stealth - Changed team state from Agressive to Normal for all Black Lotus teams for all China factions (helps them to hack properly). Plz, report bugs and stupid ai behavior. Enjoy!

Posted by: Stewox - Friday, June 26, 2009 5:17:40 PM
Oo some great updates there [sunglasses] I'll try this one also[grin] 1.06 INI support :D However , did you indicate in the verions setup exe of your updates, I don't see you change version , well , it wouldn't be so confusing for users, some indications to distinguish from lion version. The AI mod for 1.04 is compatible with 1.06 afaik so no panic I guess, cool. Anyways I am pleased with the updates, all those stuff AI didn't do or use I was thinking for years and you're just fixing em up in notime, great job, splendid.

Posted by: Phe0n1x - Friday, June 26, 2009 6:24:49 PM
Sounds great, keep up the good work :)

Posted by: ratm - Saturday, July 25, 2009 5:59:28 PM
[quote=r42]http://www.mediafire.com/?rjmmzmjjxkm[/quote] First of all, I'd like to thank you for this great job! It used to be a real waste as this excellent mod was forgotten. I few files have been posted here and I don't know if I should use only the files from this last link or if I should use the others, too. I'd really appreciate this piece of information. Thanks!!!

Posted by: zergswarms - Saturday, July 25, 2009 9:09:12 PM
One question - I enjoyed the original AI Mod immensely, but when I played with it there was massive lag. I've seen someone else point this out, so I don't think it's just me. Has this issue been addressed at all?

Posted by: Phe0n1x - Sunday, July 26, 2009 9:49:36 AM
I believe that most of the lag was fixed, if I understand the posts in this thread correctly. The lag was caused by multiple checks on the generals powers per second thanks to EA's coding.

Posted by: ratm - Wednesday, July 29, 2009 6:50:58 PM
Can anyone give me some help? I'm not sure if I did it correctly: I Upgraded my Zero Hour to 1.06 (in the options it says the version is 1.04 but the changes proposed by the 1.06 are working); I installed the AdvancedAIModv0.96(zh104) which I downloaded from this linK: http://www.mediafire.com/?rjmmzmjjxkm ; I renamed the INI106 to INI and copied it to C:\Arquivos de programas\EA Games\Command & Conquer Generals Zero Hour\Data ; I copied the SkirmishScripts.scb to C:\Arquivos de programas\EA Games\Command & Conquer Generals Zero Hour\Data\Scripts ; Did I do it the way I should?

Posted by: r42 - Thursday, July 30, 2009 2:09:57 PM
[quote=RATM]Can anyone give me some help? I'm not sure if I did it correctly: I Upgraded my Zero Hour to 1.06 (in the options it says the version is 1.04 but the changes proposed by the 1.06 are working); I installed the AdvancedAIModv0.96(zh104) which I downloaded from this linK: http://www.mediafire.com/?rjmmzmjjxkm ; I renamed the INI106 to INI and copied it to C:\Arquivos de programas\EA Games\Command & Conquer Generals Zero Hour\Data ; I copied the SkirmishScripts.scb to C:\Arquivos de programas\EA Games\Command & Conquer Generals Zero Hour\Data\Scripts ; Did I do it the way I should? [/quote] Yeah, this way it will works too. :) But installing AdvancedAIModv0.96(zh104) was pointless. жжжжжжжжжжжжжжжжжжжжжжжжжжжжжжууу And some mod update. Get it there http://www.mediafire.com/?mz5mnzlm2ox 31.07.09 - Behavior changes. Mostly USA factions, less Tank and Nuke. Maybe others too... - ParticleCannon draw it's 'S' sign a little wider. - Clean/Fix/Improve up, as usual. - Recommended to play, anyway. issue: LaserGuidedMissiles bug still here. Appears rarely. жжжжжжжжжжжжжжжжжжжжжжжжжжжжжжууу

Posted by: ratm - Thursday, July 30, 2009 5:36:01 PM
Thank you very much, buddy!!! You rock!!!

Posted by: Stewox - Friday, July 31, 2009 3:32:09 AM
Great update. As for the lag, while there was some bit of it but got fixed right away , mostly , there is much lower lag sometimes if any at all. Good job.

Posted by: r42 - Monday, August 17, 2009 1:43:20 PM
Dunno wat to do else. Suggestions?

Posted by: AEI - Thursday, August 20, 2009 2:42:12 AM
[quote=r42]Dunno wat to do else. Suggestions?[/quote] Hello. First, thank you for your work on this mod. Now, several suggestions. The loaded battle buses do not work for all GLA 's , only for vanilla GLA. This is because the different load scripts use the same name, and then accidentaly the same script is used /in the on create behaviour for the teams/ for all non vanilla GLA 's , which mean they all try to load faction specific rocket guys /for example stealth trying to use chem_tunnel deffenders/ which do not belong to their faction. It can be fixed by renaming the scripts to S_GLA battle bus load /for Stealth/ , T_GLA battle bus load /for Toxin/ and so on, and then selecting the appropriate script for each faction Battle bus team. You should also use sequential sripts for the loading. The early GLA technical terrorist rush is set to attack tech center, but in case such building is not built, the technical will just unload the terrorists in one of the corners of the map. Since this is often the first GLA attack, it is very probable that the human player will not have a tech center yet, so often the attack will not start. It is better for this attack to be set to attack base buildings, since the player always have some, so the attack will execute properly every time. You should change the supply priority for vanilla USA in "USA Attack Priorities" from the current For Attack priority set 'USA Supply Lines Priority' set the priority of object type 'Supply Lines' to 600 For Attack priority set 'USA Supply Lines Priority' set the priority of object type 'Supply Lines - Buildings' to 500 to something like For Attack priority set 'USA Supply Lines Priority' set the priority of object type 'Supply Lines' to 150 For Attack priority set 'USA Supply Lines Priority' set the priority of object type 'Supply Lines - Buildings' to 148 which are btw the default values. This is because the supply hunt teams will attack only workers/chinooks, never the supply center itself. /Since the "AttackPriorityDistanceModifier = 50.0 ;The distance required to reduce attack priority by 1." in AIdata.ini the supply hunters will hunt for workers all over the map, and will suicide in the enemy base, leaving all the supply stashes or centers behind intact because of the huge difference in the priority/ . For all GLA factions, the value for tank priority for AntiAir defences in "GLA Prio Change Back" scripts is wrong, it is 19, but it should be set to the original value of 29, because with 19 the GLA tanks will never attack pattriots or gattling cannons when the power is back. You can use hellfire drones in "USA Complimentary - Infantry Team" script for USA's instead of battle drones, they are a lot more effective against infantry. I saw that you are trying an ambulance with the laser general, as a toxin guard. The bad news are that guard mode for the ambulances do not work, since their hazard cleaning weapon work independent from the ambulance, so the guard mode do not apply for it, so the ambo will not chase toxin spills that are outside the range of its weapon, which is pretty small. This also apply for the human player's ambo , and it is EA's bug. There is a workaraund for this though, the "ScanRange" for the ambo's weapon in AmericaVehicle.ini /and the respective ini's for the other non vanilla USA's /could be set to bigger value than the current 100, for example 800 or 1000 . 800 is enough for the ambo to guard the whole /AI/ base. In the ini file is said that "If this range exceeds the AmbulanceCleanHazardWeapon AttackRange, it'll move!" and indeed the ambulance moves. Finally, for the hazard cleanup to work properly with the ScanRange change, i found that changing the default values for the AmbulanceCleanHazardWeapon in Weapon.ini to something like PrimaryDamageRadius = 20.0 AttackRange = 30.0 works best. You can use my modified script file for reference, it includes most of the fixes that i wrote above. SkirmishScripts.scb http://www.mediafire.com/?sharekey=cfc9658dd165e9026b21be4093fab7ace04e75f6e8ebb871

Posted by: r42 - Thursday, August 20, 2009 12:31:19 PM
Thank you! Well then it will be a monthly update. Changelog: - Supply Priority changes for all USA's. - Medic team for UsA's and it works! (clean up the Base) - Improved script for GLA technicial rush. If there is no Tech Center it will surprise you! At the first time, of course. - Fixed tank priorities for "GLA Prio Change Back" scripts. - Fixed battlebuses issue. - USA(all USA's) Tank/vehicle teams will attack infantry with hellfire drones. Grab it here http://www.mediafire.com/?5n5jewyt3zm Also, I made a setup for 1.06 version(all mod files included). Will works if you already have 106 mod and if you not.

Posted by: Drummin - Friday, August 21, 2009 9:35:51 AM
Has anyone had problems loading v1.04? The install utility seemed to work fine but the game wouldn't play and crashed with unknown exception error. V1.06 worked great though.

Posted by: Phe0n1x - Friday, August 21, 2009 10:30:01 AM
I've only tried the 1.06 version. Seems to work great to me. :)

Posted by: rwzw2 - Friday, August 21, 2009 12:04:55 PM
Yes, the v1.04 produce the following error: [quote]; Reason Error parsing INI file 'Data\INI\Object\AmericaBuilding.ini' (Line: 'Object AmericaCommandCenter ')[/quote]

Posted by: r42 - Friday, August 21, 2009 1:46:28 PM
[quote=rwzw2]Yes, the v1.04 produce the following error: [quote]; Reason Error parsing INI file 'Data\INI\Object\AmericaBuilding.ini' (Line: 'Object AmericaCommandCenter ')[/quote][/quote] Sorry but it seems that I modded some wrong inies for zh104 setup. Please wait a little while I do it with correct inies. [b]upd:[/b] Work is done. http://www.mediafire.com/?b3hwkzonohy

Posted by: rwzw2 - Friday, August 21, 2009 4:26:45 PM
Thank you for the fast response! v1.04 seems to work now.

Posted by: Stewox - Saturday, August 29, 2009 2:01:41 PM
Great , going to play some tonight!

Posted by: bsnowie - Saturday, September 5, 2009 7:43:00 PM
The Mediafire links don't seem to work: [quote]The key you provided for file download was invalid. This is usually caused because the file is no longer stored on Mediafire. This occurs when the file is removed by the originating user or Mediafire.[/quote] Perhaps a mirror as well? Thanks

Posted by: r42 - Sunday, September 6, 2009 1:17:56 PM
Hmm... very strange. Here is another one http://www.mediafire.com/?nnyzntritft

Posted by: bsnowie - Sunday, September 6, 2009 1:58:46 PM
It works; thanks for the new link!

Posted by: Stewox - Saturday, September 12, 2009 3:08:38 PM
Oh well , yes i forgot that night , some extensive schoolwork been now for several weeks , thanks for the link now:D

Posted by: koetty - Wednesday, September 30, 2009 8:08:45 AM
no update this month? [sad] mh I love this avdvanced AI mod. Is there any solution against the problem that units of the AI only idle in the base? I recognize that later in the game the AI usually doesn't create any units for battle and also no buldings for gaining even more money. Im from germany so exuse me for my horrible englisch. [wink] ps: the mod also works on the germany edition [grin]

Posted by: Phe0n1x - Wednesday, September 30, 2009 12:54:50 PM
So I picked up ZH, and found that I am quite rusty...especially with this mod. The jump from easy to medium is insane @_@

Posted by: r42 - Thursday, October 1, 2009 11:05:20 AM
[quote=Phe0n1x]The jump from easy to medium is insane @_@[/quote] Yeah, it is. Because Easy is THAT dummy from original AI. And Medium the same as Hard but without 50k money bonus. [quote]Is there any solution against the problem that units of the AI only idle in the base?[/quote] Which Gen? Please more info. [quote]no update this month?[/quote] I decide to take a break for a while due to the lack of ideas, so... suggest your suggestions.

Posted by: koetty - Friday, October 2, 2009 3:13:06 AM
the problem of idling in the base is actually with every general. at first the medium or hard ai enemies attack me very often and at this time of game it is difficult to defeat the AI. but later... when the ai has to much units it only sends a few of his units to my base and even more later no units anymore.. or is that only my problem which nobody shares? and i have also recognized that the ai gains no money when i destroy the blackmarkets or hackers for example. the ai doesnt rebuild this buildings or units again.

Posted by: koetty - Friday, October 2, 2009 9:56:09 AM
today i've tested it with different maps and the problem was only on one map so dont be care about it anymore [grin] the mod is a great job [+1]

Posted by: Stewox - Tuesday, October 13, 2009 2:22:59 AM
I'll get back into some serious play , since now I have more spare time(darn school) , it sounds very interesting , so expect suggestions in some time :)

Posted by: zergswarms - Wednesday, October 28, 2009 6:25:36 AM
Has the updated version retained the uninstaller from the original release?

Posted by: MicScoTho - Wednesday, October 28, 2009 7:14:07 AM
No, please uninstall Lion's original Advanced AI Mod before installing this one.

Posted by: Prynce - Tuesday, November 10, 2009 8:08:37 AM
Is there a way to install the mod for the MAC version of the Command and Conquer Zero Hour? I still play this game on my MAC OS X Snow Leopard Machine.

Posted by: Phe0n1x - Tuesday, November 10, 2009 5:23:22 PM
That would require a different installer. However, if you could figure out the source you could copy the files into the correct spots. (also included in the download I believe)

Posted by: bradford7789 - Tuesday, December 1, 2009 1:00:26 PM
Thank you so much for the Advance AI system i am now once again playing the game. I got to the point before where it was not fun playing because i always win against the computer. Now they are a very well organized and attack all the time and there defenses are really good now. They spread out and take key locations on the maps and defend them well. They now build there bases bigger and have a lot more vehicle plants and barracks then before. They build a ton of defense structures. Now they use there upgrades. The GLA use sneak attacks now they never did that before. The AI now captures oil derricks and other tech buildings Which is really good and they defend them. Thank you again for this Advanced AI mod it is the best mod ever

Posted by: zergswarms - Tuesday, December 1, 2009 6:33:58 PM
I really enjoyed the original, haven't touched this one yet. I plan to at some point. @all who have played the new one - Is the lag issue really gone/reduced?

Posted by: r42 - Tuesday, December 1, 2009 7:23:29 PM
For me it's only map-related LAG(Twilight Flame) and some small lags on other maps. Why you don't just try it already? :3

Posted by: bradford7789 - Friday, December 4, 2009 9:45:44 PM
i have a question where is the uninstaller for this mod i want to try another mod but i have to remove this one but i have no way of removing it. can some one please help me Thank you i finally found it

Posted by: AEI - Wednesday, January 6, 2010 2:23:33 PM
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/?gujmzx3zyyz edit: The improved mod is for the 1.04 patch.

Posted by: Stewox - Thursday, January 14, 2010 3:13:49 PM
So this is the improved mod from "r42" or what? Seems interesting but if it doesn't have all the stuff r42 did , ...well you can ask him to add this stuff to the Advanced AI mod. EDIT: oh i see , it's his update from 11 oct 09 , well then ... Ive just start playing a little over hamachi , this comes really handy since no other mod I play at the moment cause people i play with are not used to mods yet hh. 1.06 support could be nice for future too , however I do not yet fully understand what there is to edit to support 1.06 (i remember something , it wasn't too much)

Posted by: AEI - Thursday, January 14, 2010 7:16:05 PM
[quote=Stewox]So this is the improved mod from "r42" or what? Seems interesting but if it doesn't have all the stuff r42 did , ...well you can ask him to add this stuff to the Advanced AI mod. EDIT: oh i see , it's his update from 11 oct 09 , well then ... Ive just start playing a little over hamachi , this comes really handy since no other mod I play at the moment cause people i play with are not used to mods yet hh. 1.06 support could be nice for future too , however I do not yet fully understand what there is to edit to support 1.06 (i remember something , it wasn't too much)[/quote] Yep, this is the latest version of r42/Lion's Advanced AI mod /0.98/, with the improvements and fixes that i made, initially for myself. So i made the AI use more human like attacks, like md drops, dozer hunting, tech rpg attacks, tech saboteur attacks against SWs, etc, as well as some fixes for a lot of things that were not working properly. I will see what i can do to get it working for 1.06.

Posted by: r42 - Thursday, January 14, 2010 11:19:24 PM
I see what you did here (: So.. well.. i'm already trying to add y'r stuff into 1.06 but i'm pretty lazy today and now it looks like that: [quote][color=red]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.[/color] [color=green]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.[/color] [color=black]seems done, but found it useful only for Nuke in 1.06 coz others already done, dunno maybe i missed smthn[/color] [color=red]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.[/color] [color=black]hmm i did smthn like that or not? need recheck[/color] [color=green]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/.[/color][color=red]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.[/color] [color=green]Fixed the Battle buses, which were again not working /except for Vanilla GLA/ , because no sequential scripts were used.[/color] [color=red]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. [color=black]how? what was the case[/color] 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.[color=black]i think for 1.06 it doesnt fit[/color] 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.[color=black] i remembering that i already did it to AirF gen[/color] [color=green]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.[color=black] oh shi~! another my mistake[/color][/color] 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.[color=black]again dosnt fit for 1.06 i think[/color] 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.[/color][/quote] green - done, red - notdone, black - comments. Good. There is so much work to do that i want to sleep a little more... Zzzz.. So proceed y'r modding. I do not mind.

Posted by: AEI - Friday, January 15, 2010 12:51:22 AM
[quote=r42] 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.[color=red]seems done, but found it useful only for Nuke in 1.06 coz others already done, dunno maybe i missed smthn[/color] [/quote] They should be selected not only in aidata.ini, but in the "fire general power" scripts. [quote=r42] USA's planes will attack targets behind enemy lines, if they see that the enemy has no power.[color=red]hmm i did smthn like that or not? need recheck[/color][/quote] This is done by increasing the priority for some buildings, like tech centers, for the planes, when the enemy has no power, in the prio back scripts. This is different from decreasing the priority for antiair defences for tanks and infantry when there is no power /this was already done/. [quote=r42] 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.[/quote] There was mistakenly selected "guard base invasion" and "combat zone resume" scripts for the Battle bus teams which will cause this, so they should be deselected. [quote=r42] Stealth and Demo will continue to use Battle buses throughout the whole game, instead of only once /like the other GLA's/.[/quote] Fifth wave instead of third wave. [quote=r42] 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.[/quote] The bomb trucks should disguise when the team has units, instead when the team has units in skirmish outer perimeter, because those built at expansions are outside the perimeter. [quote=r42]Fixed the USA bug, where the faction does not try to capture Tech Buildings. [color=red]how? what was the case[/color][/quote] Every faction should have two tech capture teams, but i saw that USA has only one. The missing tech capture team have a subroutine script for the on create behaviour, which will trigger the capture builings upgrade. The second team /which was present/ do not use this script. [quote=r42]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.[color=red]i remembering that i already did it to AirF gen[/color] [/quote] Yep, i saw that, so i decided to add it for the rest USA's. In the same manner, supply guard teams are added /or fixed/ for additional factions.

Posted by: AEI - Tuesday, March 23, 2010 10:19:59 PM
Hello. A new enhancement for the Advanced AI Mod 0.98 improved by AEI is ready. It also contain all my previous improvements. Whats new: Helixes! -China's finally will use their choppers, loaded with Tank Hunters, to attack the enemy. These attacks will come from different directions. -Stealth General will now build a powerplant when he hijack a dozer, so that he can build and produce faster. He will bring the dozer in his base, and will rebuild the powerplant, in case it is destroyed. -Supply guards added for all China factions. -GLA factions will use more demo traps - in vanilla they weren't making more than one. -Better scripts for drops, terror technicals, Helixes and Combat Chinooks, so that they can attack from different and harder to counter directions, flank if antiair defences are present, etc. Optimized some AI expansion defences, to eliminate situations where the expansion have 12+ defences or no defences at all. -Fixed the problem, where the Helixes that guard China factions bases do not upgrade their speaker tower. -Added missing drone gun upgrade for Laser General. -Fixed potential problems with vanilla GLA terror technicals, and vanilla and Stealth GLA saboteur loaded technicals. -Added initial flanking Gat rush for all China factions /except Infantry/. -Fixed a problem, which prevented most of the China factions from upgrading their radar. -Added combat zone teams /those that guard the center of the map/ for Lazer ,SW, and all GLA generals, some of them were missing. -Fixed a problem with unresponsive supply guards for Laser general. -Fixed a problem, that could prevent most GLA factions from upgrading to AP bullets. -Other minor improvements. 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 For ZH 1.04 Download at http://www.mediafire.com/?tttyzemo4wn Have a nice play. [smile]

Posted by: r42 - Friday, March 26, 2010 8:29:52 AM
Sounds great. 2 bad i'm using the 1.06 mod

Posted by: AEI - Friday, March 26, 2010 9:24:22 AM
[quote=r42]Sounds great. 2 bad i'm using the 1.06 mod[/quote] Hi. [smile] Does the 1.06 require editing the ScirmishScripts? I edited only them and AIdata.ini, so if this is the case, you can use the rest of the INI files from the 1.06 mod. Edit: New update available. [smile] All previous improvements included. GLA factions will finally use carbombs! They will now be able to utilize the 50+ types of cars, trucks and buses available on the battlefield. Beware of the cars. Sometimes they may attack in packs. Download at http://www.mediafire.com/?mote4j5oyfz

Posted by: nixpix2 - Tuesday, April 20, 2010 8:58:52 AM
I've been using this mod for some months now and I just want to say that it's awesome! Having a hard time here trying to cope with 7 hard AIs. I don't know if this happens to you, but I never get the 'Victory' sign when I've defeated them all. I'm not able to complete any skirmish map beacuse of this. By the way, is there any way to mod the player's own units' AI so that they prioritize better when it comes to attacking different units? For instance, is it possible to have aircraft automatically prioritize anti-air, gattling tanks/infantry, tank hunters/tanks etc when set on guard? The AI always seems to take advantage of my own units' stupidity! And one more thing; is it possible to have the dozers not parking on the wrong side of base defences all the time? Thank you for a great mod! Sincerely, Nixpix2

Posted by: Stewox - Thursday, May 13, 2010 8:42:56 AM
Wow . massive improvments , love , thanks a lot guys. Also, GLA toxin does not build Fortified Structure upgrade (that's the first AEI version) I figured out what's the deal with patch support , but i mod for my self so I can adapt it , but it would be good for others who just wanna play out of the box to have 1.06(unofficial) 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 :) Downloading now!:D EDIT: The patch version are the simple INIs that need to be edited so certain stuff works that AI needs , now , I adapted this for me since I extracted only the stuff you guys updated for the AIs to work that was left alone 1.04 and in 1.06 , this is well , not so easy, since there aren't a lot of comments to see where AI mod made it's changes , but 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) Maybe in future you guys can be so nice and maybe also release raw ini changes , so i can add that to any versions simply without extracting , well for this latest AI release I can make this my self and share it here, will see ...

Posted by: Stewox - Thursday, May 13, 2010 11:55:05 AM
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) http://www.mediafire.com/?m1ztzuyuyfy 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)

Posted by: MicScoTho - Friday, May 14, 2010 5:45:12 AM
[quote=Stewox]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 :)[/quote] http://www.moddb.com/mods/advanced-ai-mod-for-zero-hour

Posted by: AEI - Saturday, May 22, 2010 2:00:00 PM
[quote=Stewox]Wow . massive improvments , love , thanks a lot guys. Also, GLA toxin does not build Fortified Structure upgrade (that's the first AEI version)[/quote] 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. [quote=Stewox]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 :)[/quote] 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/. [quote=Stewox]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)[/quote] 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.

Posted by: AEI - Sunday, June 6, 2010 12:36:57 AM
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]

Posted by: Stewox - Tuesday, June 8, 2010 6:20:08 AM
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

Posted by: AEI - Wednesday, June 9, 2010 12:01:58 AM
[quote=Stewox]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[/quote] 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.

Posted by: starrysky - Saturday, July 24, 2010 8:08:44 AM
[quote=AEI]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] [/quote] Hello, I can't open "http://www.mediafire.com/?i3nqnezm3z5", may you send to my email? starrysky21@163.com thank you much!

Posted by: MicScoTho - Saturday, July 24, 2010 8:59:17 AM
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.

Posted by: AEI - Sunday, July 25, 2010 12:22:53 AM
[quote=starrysky] Hello, I can't open "http://www.mediafire.com/?i3nqnezm3z5", may you send to my email? starrysky21@163.com thank you much! [/quote] Hello starrysky. Try to download it from here: http://www.moddb.com/mods/advanced-ai-mod-for-zero-hour-improved-by-aei or here: [ATTACH]664[/Attach]

Posted by: Distrbd21 - Sunday, September 5, 2010 4:22:05 PM
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

Posted by: MicScoTho - Sunday, September 5, 2010 4:39:02 PM
The mod should work with TFD, since TFD comes with Zero Hour patch 1.04 pre-installed .

Posted by: AEI - Friday, December 10, 2010 11:26:01 PM
The latest update /v2.6/ is now available. [smile] Whats new? - Improved behaviour for Colonel Burton and Black Lotus: Burton will retaliate if attacked by ground units. Lotus will defend herself with the vehicle hack ability if attacked by vehicles. Burton and Lotus will attack from different directions. They will no longer stay in their base for a minute before starting their attack. The EA bug where Burton will try to place charges on Chinooks is fixed. The state of Burton teams is set to normal to help them plant charges properly. Fixed a problem for AFG, where Burton will not attack the enemy. - GLA workers will finally be able to repair buildings located away from them. - Improved the use of laser lock, also added more teams that use it, USA's will counter early Helix/Combat Chinook rushes with laser lock as well. - Stealth General will now be able to build a barracks when he hijack a dozer and will attack with missile defenders. - Added supply guards for Toxin and Demo, now all factions use supply guards. - The AI will activate dozer hunt teams if some of its dozers are hijacked. - Bigger garrison teams, so that there is no more situations with only one soldier in building. - Fixed a problem, which could prevent the AI from using Combat Chinooks and Helixes loaded with rocket guys later in game. - Added additional Combat Chinook, Helix, Tech Terror/RPG and Rockvee attacks for late game, they will start if the enemy doesn't have many base defences. - USA's will guard their bases with microwave tanks against Sneak Attacks. - USA's Strategy Centers will now initiate Bombardment battle plan if the main base is invaded and there is no power or there is just a few remaining base defences. - The AI will be able to garrison bunkers and firebases at expansions /it depends on the map though/. - Completely revamped attack priorities for all units and factions: - Added Burton attack priority and included Tech buildings in it, so the colonel will now be able to place charges on Tech buildings, and will no longer try to place charges on base defences /except firebases/. - Added Gat priority /higher for aircraft and infantry/, Dragon tank priority /higher for buildings and infantry/, Comanche priority /this was already done but only for AFG in the previous versions of the mod/, and missing terrorist priority for the Demo General. Improved attack priorities for Migs and rocketguys. - Added Holes for the terrorist priorities, so now they will attack GLA buildings more effectively. - Added Tech buildings in several priorities, so now units will be a bit more aggressive towards them. - Each USA will now have unique priorities for its Auroras, also fixed a problem where changing the Aurora priority for one faction will affect Auroras from other factions. - Auroras for all USA's will have four different priorities for Tech Centers: One for Palaces /high/, second for Strategy Centers /a bit higher/, third for Propaganda Centers /very high/, and fourth when the enemy /China's or USA's/ has no power /highest/. - Auroras from AFG and SWG will be more aggressive towards Tech Centers than those from Laser and USA. - AFG Auroras will start to attack American Strategy Centers when there is at least two Auroras available. - The AI will now recognize the type of the following units that wasn't recognizing before: the AFG Chinook, the Laser General's Aurora, Raptor, Microwave Tank and Sentry Drone, the terrorists for all GLA factions, and the technicals with different chassis, so now it will be more aggressive towards them. - Gats and Avengers are no longer recognized as tanks, but as Anti Air vehicles. - Dozers are now unique type of units. - The SneakAttack TunnelNetwork is now added in the priorities, so now the AI will be more aggressive towards it. - Implemented timer for the saboteur technicals, so that the attack doesnt start right after the enemy's SuperWeapon is built. - Fixed the EA bug, where GLA's will not rebuild Sneak Atack teams and sometimes will not place units in the tunnels at all. Now older teams will exit tunnels and disband, so that the new team can move in. - Fixed another EA bug, where the Tunnel teams will be unable to get back to the tunnels if they try to enter into Tunnel Scaffold. - Fixed a problem, where Stealth and vanilla GLA will not build additional Arms Dealers. - A bit bigger expansions for China factions, and additional barracks for Demo. - Fixed a problem, where Stealth for no reason will send technicals and hijacked vehicles near the down-left corner of the map. - Stealth General will be able to manage more types of hijacked vehicles. - Fixed again uncrushable (by vehicle) minigunners for the ZH 1.04 version of the mod. /This was already fixed by r42 but only for the 1.06 patch version of the mod/ - Fixed teams which will not attack the enemy for all GLA and China factions. - Fixed a situation, where dragon tanks for all China factions will attack with the firewall ability only once. - China factions will rush from multiple directions at the same time. - Added Dragon tank rushes using the firewall ability for all China factions. - Fixed a problem, where GLA will not attempt to capture Tech buildings near the enemy base. - Fixed a problem, where China's will not replace destroyed /by stealth fighters for example/ bunker teams, in case the bunker is intact. - Fixed a problem, where SWG will not upgrade Advanced Control Rods before building its superweapons. - China's will spread their additional hackers around the base /this was already done for the Infantry general in the previous versions of the mod/. - Fixed a problem, where some USA's will upgrade Control Rods only when they have no power, now all USA's will upgrade their power plants if the power supply ratio is below 130 %. - Laser general will build Laser Crusaders only when he has power. - The AI will build powerplants near safer places /expansions/ if its main base is invaded and there is no power. - Fixed an EA bug, where China's will not build additional powerplants in very late game. - Fixed several bugged comanche antitank teams for most USA factions. - Decreased the threshold for creating anti tank teams for all factions from 15 to 8 enemy tanks. - Fixed a problem, where AFG will not rebuild his Chinooks if they are destroyed. - Fixed a situation, where AFG will build Combat Chinooks for harvesting instead of his regular /and cheaper/ Chinooks. - Factions which do not posses tanks will now create Anti-Air Vehicle teams to better counter Quad/Gat spam. - Fixed a problem, where infantry will be unable to load into transports, if its pushed away by vehicle when trying to load into the transport. - Improved scripts for tech terror attacks and fixed a problem where the terrorists will not unload from the technical. - Other minor fixes and improvements. To install, backup your INI folder and SkirmishScripts.scb file, then replace them with those from the mod. C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\INI C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\Scripts Have a nice play. [smile] AdvancedAIMod0.98 /by Lion & r42/ - improved by AEI v2.6 For ZH 1.04/1.06 Credits and Special thanks to: Lion r42 C&C Labs community Download from here http://www.moddb.com/mods/advanced-ai-mod-for-zero-hour-improved-by-aei/downloads/advanced-ai-mod-098-improved-by-aei-v26 or here: [ATTACH]698[/Attach]

Posted by: Stewox - Sunday, December 12, 2010 2:24:31 AM
Freaking huge , great holiday update :) To be honest , im still playing ZH and RA2 from time to time but obviously not so often and your AI in ZH beats me so much , i feel like a noob now , but since i play Starcraft 2 i have RTS skills pretty much good and it's just so freaking fun when i never expected an AI to do that and it's so interesting , also am i repeating this all again probably said it twice , Generals is actually a very good game for it's own franchise , just look on metacritic , user score is very high. Can't wait for Generals 2 hopefully , another EA developer has now taken C&C job, it's not the end of it. In the meantime you can check out Petroglyph's (ex Westwood) End Of Nations , being a MMORTS it probably won't have singleplayer but ... modding ... man that's a thought question , at least making custom maps or ... something.

Posted by: AEI - Sunday, December 12, 2010 7:16:40 AM
Hi. That you are still playing RA2 is very good, that was one of my first games..[grin] As for Generals, it is still popular, i think this is because the game is based on real life events, events that are actual even today, and will be actual in the feature as well. And the improved AI increases the replay value of the game even more.

Posted by: Stewox - Wednesday, December 29, 2010 12:57:45 PM
i rember the times of 2003 and on , it was a blast with ZH , but , the thing is just not getting down , there are so many mods , and constantly keept alive , but the thing is , i didn't saw such a strong community as this, this is the tops of the hall of fame in commnity spirit ,but we didn't got back from EA things that we would expect , i hope for Generals 2 some day.

Posted by: starrysky - Wednesday, March 23, 2011 4:47:09 AM
[quote=AEI] The latest update /v2.6/ is now available. [smile] ...... [/quote] Thank you very much!

Posted by: Stewox - Friday, April 15, 2011 3:31:49 AM
C&C ZH is popular because of massive mod community support. Also, since another C&C will return, promising a honestly better return (one of the greatest communites abused so long, this really has to be great if they want people back) i hope it's Gen2 , because , GENZH wasn't an "spoiled" franchise ,maybe the Campaign wasn't as good and other things but the gameplay was great and the design, for a new franchise was quite good, it wasn't just thrown together army-style like modernwarfail or other "modern" crap games, Gen ZH had it's own soul throuhgout the time it was being observed that it really wasn't a cheap devlopment after all , but ofcourse they didn't do a bunch of coding, like lighting and POW system, it was also quite a buggy game, crashed so many times. But still the potion of the game, much of it was non-annoying, even tho the bugs were quite disappointing, the replay value is probably as high as RA2. And not a lot of games have that high replay value. If Gen 2 follows exactly the path of Gen1 , it can prove very successful (critically, hope finanially, but that's EAs problem :p)

Posted by: lordax - Thursday, April 28, 2011 7:19:42 AM
Hi. Great work. But... I recently started to play Zero again so I searched for this mod that back in those days I used it a lot. I do however have some problems: major lag. While playing the vanilla game I had no lag at all, but when installed the mod, the game is almost un playable. I have an i7 based computer so I think I way over the specs, also have Windows 7 64. Any solutions for this? I really like the mod.

Posted by: AEI - Thursday, April 24, 2014 10:49:36 AM
Here is the latest update. Well, as they say, better late, than never. Version 2.7 So what's new? - Demo's rebel ambush is now very dangerous - rebels will blow themselves up. - GLA factions will utilize even more car bombs (if cars are available on the map). - China and Nuke will be able to put tank hunters in Overlord tanks (mainly to counter tank spam). - GLA factions will be able to evacuate damaged Battle Buses. - Comanche backdoor attacks added for the AF General. - USA factions may Chinook drop the enemy in late game. - Finally fixed the famous vanilla AI bug, where missile defenders will attack buildings with laser lock. This bug also caused inadequate behaviour among other units as well. - Improved late game economy by adding more hackers/black markets etc. - Stealth Fighter teams for all USA factions will consist of two planes to make them more effective against base defences. - USA factions will send units to pick up supply crates that fell outside the supply drop zones. - GLA Sneak attack teams will be able to attack targets far away from the tunnel. - Toxin's rebel ambush team will no longer try to attack buildings. - Stealth's rebel ambush team may attempt to remain hidden and capture buildings later. - GLA and Stealth will use the GPS scrambler for more units (before it was only used for 1 - 2 units). - Nuke General will increase priority for Migs after the Tactical Nuke Upgrade is purchased. - Demo's Jarmen Kell may attempt to blow up buildings (in case the enemy doesn't have many base defences). - Soldiers will attempt to load into transports more often. - The heavy bomber planes are now added to the attack priorities, so now the AI will be more agressive towards them, able to chase them, attack the bombers with planes, etc. - Early anti-air teams added for GLA and China factions to better counter helicopter rushes. - Some combat zone teams (those that guard the center of the map) may suddenly attack the enemy base if it has no power. - Fixed a rare problem, where China factions planes will not attack the enemy and stay on the airfield. - Fixed a problem, where AFG rangers will not use flashbangs. - Fixed angry mobs that will not attack the enemy. - Fixed several other GLA teams that will not attack the enemy. - Several other small fixes and improvements. To install, backup your INI folder and SkirmishScripts.scb file, then replace them with those from the mod. C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\INI C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\Scripts For ZH 1.04/1.06 Have a nice play. [smile] AdvancedAIMod0.98 /by Lion & r42/ - improved version by AEI (v2.7) For ZH 1.04/1.06 Credits and Special thanks to: Lion r42 C&C Labs community Download from here http://www.moddb.com/mods/advanced-ai-mod-for-zero-hour-improved-by-aei/downloads/advanced-ai-mod-098-improved-by-aei-v27 or here: [ATTACH]1402[/Attach]

Posted by: r42 - Tuesday, April 29, 2014 11:26:01 PM
Looks suspiciously good. How do you fixed that "laser lock" thing?

Posted by: AEI - Wednesday, April 30, 2014 7:07:09 AM
[quote=r42;131399]Looks suspiciously good. How do you fixed that "laser lock" thing?[/quote] Too good to be true, isn't it? [smile] There is a command that causes rangers to switch to flashbangs. 'Command_AmericaRangerSwitchToFlagBangGrenades' It causes units to switch to secondary weapons. It doesn't cause problems as long as it is used only for rangers. In vanilla Zero Hour though, there are many teams consisting of mixed units (humvees plus rangers plus missile defenders), that use scripts containing this command. All CT teams use it. So this causes missile defenders to switch to secondary weapon, or humvees to stop using their primary machine gun and use only tow missiles. So i had to create the ranger CT teams first, then make them switch to flashbangs (when necessary), and then let them join the other teams that have missile defenders/humvees etc. or let them join the main CT team. In order to recreate the bug, create a missile defender team, then get it to use flashbangs, and then order it to start hunting.

Posted by: r42 - Thursday, May 1, 2014 11:48:13 AM
I've wasted many evenings on that, trying to figure what is wrong with this game :D Damn secondary weapons... Damn EA! Thanks for update! It seems that this mod has a habit to be updated every 5 years.

Posted by: AEI - Thursday, May 1, 2014 2:34:20 PM
[quote=r42;131424]I've wasted many evenings on that, trying to figure what is wrong with this game :D Damn secondary weapons... Damn EA![/quote] Sorry to hear that. And who knows how many other people lost time looking for what's causing this. [quote=r42;131424]Thanks for update! It seems that this mod has a habit to be updated every 5 years.[/quote] You are welcome! I guess i will have to check this thread after 5 years for the latest news. [sunglasses]

Posted by: MicScoTho - Sunday, May 4, 2014 4:33:02 PM
This is great. Hey AEI and r42, mind if we post this latest version up on http://www.cnclabs.com/mods/generals/advancedaimod/ as the latest "official" version? What version number shall we use? (We'll update the pages to give you credit accordingly, AEI.)

Posted by: AEI - Monday, May 5, 2014 4:36:32 AM
[quote=MicScoTho;131468]This is great. Hey AEI and r42, mind if we post this latest version up on http://www.cnclabs.com/mods/generals/advancedaimod/ as the latest "official" version? What version number shall we use? (We'll update the pages to give you credit accordingly, AEI.)[/quote] Yep, personally i'm ok with that. Version 2.7

Posted by: r42 - Tuesday, May 6, 2014 6:20:49 AM
I am totally Ok with that, but to have two versions in one file is a bit confusing in my opinion. Make it 0.99 or whatever next to 0.98 if AEI do not mind it.

Posted by: AEI - Tuesday, May 6, 2014 3:07:13 PM
[smile] Well, i did not mean Advanced AI Mod 0.98 improved version 2.7, but Advanced AI Mod 2.7 I'm ok with v 0.99 too, or whatever you put in there. But if you use it it will mean that i added one update now instead of several updates (v1, v2, v2.5, v2.6, v2.7) throughout the years. That's the way it is decribed in the readme i made. Therefore you will have to create a different readme file. I hope that it is a comprehensive one and it describes most of the features of this mod (and there are lots of them).

Posted by: MicScoTho - Wednesday, May 7, 2014 12:44:42 AM
I'm fine with calling it simply Advanced AI Mod 2.7 if you are, r42. AEI - I'm not sure when I'll have time to put together a comprehensive readme file, and you know the mod's features much better than I do. Would you mind putting one together? We have the original version history here: http://www.cnclabs.com/mods/generals/advancedaimod/versionhistory.aspx If so, feel free to email it to me - mike@cnclabs.com

Posted by: AEI - Wednesday, May 7, 2014 6:25:09 AM
I e-mailed you the readme file. I will also upload it here so that r42 could check if i missed something. [ATTACH]1415[/Attach]

Posted by: r42 - Thursday, May 8, 2014 8:01:33 AM
I have removed Laser Bug Fixing strings from my part of readme (I did not fixed anything after all), cleaned it up and moved China Nuke fix at the beginning because that is the first thing I ever did here. [ATTACH]1418[/Attach]

Posted by: AEI - Thursday, May 8, 2014 9:40:37 AM
Hi. If you didn't already do that, mail it to MicScoTho too so he can use it instead of the file i sent him.

Posted by: revioosa - Friday, May 16, 2014 6:15:52 AM
Can you guys pack all these fixes/changes inside a .big file to act like an mod because its causing problems for other mods (ROTR wont lauch without error if we put the files in the ZH folder). I think it should be possible to make a .big file containing these changed files and to be lauched with an shortcut like : "D:\games\Command and Conquer - Generals\Command and Conquer Generals Zero Hourgenerals.exe" -mod FixedZHAI.big This way we can play ZH with these changes without affecting other installed mods i suppose. Thanks for the great work guys !!

Posted by: AEI - Friday, May 16, 2014 4:52:10 PM
Just checked it with ROTR and it works as a .big file, but only if you remove the 0 byte SkirmishScripts.scb added by ROTR. Here you go - http://www.mediafire.com/download/vjxb26y12fhnxd2/AAMod.big

Posted by: revioosa - Saturday, May 17, 2014 3:21:30 AM
I've did a clean reinstall of generals ZH and ROTR because i didnt remembered seeing any SkirmishScripts.scb file added by ROTR (as far as i can see they use .gib files for them) and indeed there is none added for me, i mean the ZH data/scripts remain untouched after ROTR (1.80+1.802patch) installation. From what i see, you guys are working on the 1.06 unofficial patch and i think its a better way to download their patch in the .big format ( http://www.gamereplays.org/community/index.php?s=417ec1af7a2d276d5cc9bee627684d53&act=Attach&type=post&id=407556 ) and since your fixes/changes are continuing from there, i think you can overwrite all the files from inside the Patch1.06.big file with yours or create a new .big file which include all together. This way basically u have the 1.06 AI + fixed AI in on single file which doesnt affect any other mods at all, keeping even the original ZH 1.04 untouched and other mods running. This is the file which i combined like previously said, but maybe u guys want to make it by yourself to be sure about everything http://www.mediafire.com/download/tbnfmkmac4wqkaa/FixedZHAI.rar You can use this file it u want to test how it goes you need to create a shortcut ex: "D:\games\Command and Conquer - Generals\Command and Conquer Generals Zero Hour\generals.exe" -mod FixedZHAI.big Thanks!

Posted by: AEI - Saturday, May 17, 2014 6:48:22 AM
I tried the old 1.72 ROTR version from my hdd, did not check the latest version. If it works with 1.80 without the need to tinker with files, that's even better. Also checked the file you uploaded and the files look identical. Whoever wants to use the 1.06 patch + the AAMod combined into single .big file can download it from the link you provided. Still, i will upload a file containing both .big files + installation instructions here. So the mod compability issue with ROTR is now solved. Do you have other issues? [ATTACH]1427[/Attach]

Posted by: revioosa - Saturday, May 17, 2014 12:02:46 PM
Thanks AEI, I was reading the install instructions from the file you just attached and im not sure if its correct..it says.. "Installation: To install, put the appropriate .big file in your My Documents\Command and Conquer Generals Zero Hour Data directory, and add -mod AAMod104.big or -mod AAMod106.big in your Generals Zero Hour shortcut target box". Aren't the .big files supposed to be placed in the ZH root directory where the game is installed instead of the data dir from mydocs?

Posted by: AEI - Saturday, May 17, 2014 12:47:13 PM
The .big file will be loaded from both the root directory and the My Documents Zero Hour Data directory. For example the install instructions for the 1.06 patch mention the My Documents Zero Hour Data folder. Its up to you where you want to put the file, the mod will be loaded from any of those locations.

Posted by: AEI - Sunday, August 23, 2015 2:25:36 PM
The latest version is now ready: Advanced AI Mod v2.8 What's new: - Comanches will finally learn to use rocket pods. They are now the deadly flying machines they deserve to be. - AI can keep its planes in the air even without an airfield, just like human players can do. - Lotus will use the cash hack ability to steal money from lightly guarded supply centers. - US generals will send Comanches to support supply centers under attack. - AI will move its helicopters away from the main base when the enemy is ready to fire a SuperWeapon. - Stealthed Garrisons - USA Snipers will garrison civilian buildings. - Capture teams will retaliate if attacked by infantry, so putting a single soldier to guard an oil derrick will no longer work. - Further improved the use of laser lock for all US generals. - No more empty Internet Centers: Hackers will move back to the Internet Center if it is destroyed and then built again. - Toxin General will use less Demo Traps, as his demo traps are expensive, yet not very effective. - Added Neutron Artillery priority for China and Nuke. - Better utilization of units for Tank and Nuke (will use more tanks/gats, and less tank hunters, who are more expensive for those generals). - Improved Stealth Detection for China factions - will use more Listening Outposts instead of Troop Crawlers. In the vanilla game, AI preffered to use Troop Crawlers for stealth detection purposes. - Faster initial expansion/base building for GLA factions. - Additional Helix attacks added for China and Infantry, and more Tech Terror attacks added for Toxin. - Improved early gameplay for most factions (better rush and defence, will react against the human player building turrets near AI supply centers). - Fixed vanilla issue with Demo , where he will be unable to clear garrisoned buildings due to never using the Toxin tractor. - Fixed vanilla game bug, that could cause nuclear vehicle launchers to stop attacking the enemy. - Fixed a problem, where the Toxin Rebel Ambush team will attack Internet Centers, even if there are better targets nearby. - Fixed issue with afg supply guards. - Other small fixes and improvements. To install, backup your INI folder and SkirmishScripts.scb file, then replace them with those from the mod. C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\INI C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\Scripts For ZH 1.04/1.06 Have a nice play. [smile] AdvancedAIMod0.98 /by Lion & r42/ - improved version by AEI (v2.8) For ZH 1.04/1.06 Credits and Special thanks to: Lion r42 C&C Labs community Download from here: http://www.moddb.com/mods/advanced-ai-mod-for-zero-hour-improved-by-aei/downloads or here: [ATTACH]1764[/Attach]

Posted by: Blbpaws - Saturday, August 29, 2015 10:45:07 AM
Very cool that you're still working on this!

Posted by: Gameanater - Saturday, August 29, 2015 12:34:23 PM
Downloading... Time to try this baby out! Is it okay if I implement this into my own mods? EDIT: Can this mod still work if I JUST add the SkirmishScripts.scb file in and not all of the .ini's (aside from the AIData)? Because I've already edited a lot of the same files you have.

Posted by: AEI - Saturday, August 29, 2015 5:46:30 PM
[quote=blbpaws;138378]Very cool that you're still working on this![/quote] Well i just like this game. [smile] [quote=Gameanater;138379]Downloading... Time to try this baby out! Is it okay if I implement this into my own mods? EDIT: Can this mod still work if I JUST add the SkirmishScripts.scb file in and not all of the .ini's (aside from the AIData)? Because I've already edited a lot of the same files you have.[/quote] It's ok if credit is provided for Lion, r42, AEI. If you do not merge the ini files it will still work, but you will lose some cool features, probably 10 percent of all. For example you won't get chinook drops, comanches using rocket pods or demo rebels blowing themselves up.

Posted by: Gameanater - Saturday, August 29, 2015 7:12:37 PM
[quote=AEI;138380][quote=blbpaws;138378]Very cool that you're still working on this![/quote] Well i just like this game. [smile] [quote=Gameanater;138379]Downloading... Time to try this baby out! Is it okay if I implement this into my own mods? EDIT: Can this mod still work if I JUST add the SkirmishScripts.scb file in and not all of the .ini's (aside from the AIData)? Because I've already edited a lot of the same files you have.[/quote] It's ok if credit is provided for Lion, r42, AEI. If you do not merge the ini files it will still work, but you will lose some cool features, probably 10 percent of all. For example you won't get chinook drops, comanches using rocket pods or demo rebels blowing themselves up.[/quote] k, thanks. [grin] I'm cool with that. I actually already did that and did notice a VERY huge improvement in AI but with some definite cases of it having an AI braincramp because of that. Stuff like units completely ignoring everything in their path until they get to the enemy base and the team that was sent to retaliate when the enemy attacked my ally's Chinooks would do absolutely nothing UNLESS the ally's Chinooks were attacked. However I still quite enjoyed it and those are little imperfections that I can deal with just fine. For one thing I actually really liked the fact too that the AI sends out squads of units to secure MY OWN Supply Dock. XD It did kind of actually help secure my own base better and I liked having my ally building a barracks and sending out troops in my own base like that. Now I love my Hard Army allies even more in ZH!

Posted by: 573908 - Tuesday, November 3, 2015 11:07:43 AM
Seems like my account didn't survive the forum migrations, I'm Stewox! Well it now got my attention too, wow this game keeps going, I was just fiddling some stuff a few months ago trying to recreate the infamous predator drone, rats I didn't notice the posts just a few weeks ago. You know the scout drone that's only used for vision in ZH, well I put missiles on it and made it flyable and buildable in airport. I've had this idea like 3 years ago but never got to it, I know it's probably impossible with EA, but a petition to get EA to put the GenZH source code out so we can fix these stupid bugs that make the game so unstable, they cancelled this game so why would it hurt, besides if there's a strong GenZH comeback maybe they can use that to have a better chance at some of more modern gameplay, if they go make a new game just on blind then it's all from scratch up, I was thinking putting up an open letter with all the pros reasons that would appeal to executives and investors how can it benefit in other areas and how the long term consequences may be while they may not get direct revenue from releasing the source code ... but now that there's less people than before this might be too late.

Posted by: SUPER-G - Tuesday, November 3, 2015 5:20:23 PM
[quote=573908;138887]I know it's probably impossible with EA, but a petition to get EA to put the GenZH source code out so we can fix these stupid bugs that make the game so unstable, they cancelled this game so why would it hurt, besides if there's a strong GenZH comeback maybe they can use that to have a better chance at some of more modern gameplay[/quote] You can definitely [i]try[/i], there [i]may[/i] be a few developers that designed Gens/ZH still working in the company. I don't mean to destroy anyone's hopes here... but the people in power there won't likely buy into it. [quote]if they go make a new game just on blind then it's all from scratch up, I was thinking putting up an open letter with all the pros reasons that would appeal to executives and investors how can it benefit in other areas and how the long term consequences may be while they may not get direct revenue from releasing the source code[/quote] What would those reasons be? EA is a modern triple A software conglomerate, and Generals is a nearly forgotten 13 year old game that is their property. The likelihood of EA spending fractions of their time (even if the issue gets noticed by somebody with power) on releasing the source code to a small community of modders, I'm sorry, is probably nill. I won't say you can't do it though, there is a chance (even if slim) that it'll be released, others have done it before, but with EA it's not exactly feasible. ___________________________________________________________________________ [quote]Seems like my account didn't survive the forum migrations, I'm Stewox! [/quote] Wait, so you left before the migration, and come back years later?! [img]http://s3.amazonaws.com/rapgenius/kill-bill-escape-from-grave-o.gif[/img]