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May 21 2009, 11:47 PM
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#73
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
Thanks for the info on Vista. The dog problem is caused by them using hover locomotors, that is so that they can use a different locomotor set for attacking (like aurora, they run faster when attacking then just walking). If i change them to be able to cross bridges then they can only use one locomotor set because JetAI only works with surface relative height locomotors and these cannot cross bridges. The dogs can climb cliffs and swim though, so you can use them like saboteurs: send some dogs into the back of the enemy base and have them put TNT on buildings. Dogs can also clear garrisoned civilian buildings and are pretty good against infantry. |
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Jul 7 2009, 10:14 AM
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#74
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
Beng's Laser Demo Nuke Mod version 3.00 now available at downloads page: http://www.cncmaps.com/index.php?automodul...mp;showfile=819 Compared to the last beta version, i added a spy satellite for the spy satellite scans, and tweaked some particle effects for small fire fields. Also made the supply truck infantry upgrade cheaper to match the price of building the infantry in the barracks, and tweaked a few Generals Challenge maps. If you have 7-zip you can download a somehwat smaller (9.5MB versus 12.2MB) version of the file here, which was compressed using LZMA compression method. 7-zip is freeware, you can get it from: http://www.7-zip.org/ This post has been edited by Beng: Jul 9 2009, 02:58 AM
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Jul 8 2009, 09:18 PM
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#75
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New Member ![]()
Group: Members Posts: 2 Joined: 8-July 09 Member No.: 4,490 |
Love the new version, is it possible for you to replace the troop crawler with a WZ-551? And add the Stryker, M113, or M2 Bradley(Non-Amphibious) and LAV-25(Amphibious) to the Laser General, and a BMP-2 for the Demo General, so all 3 generals have Amphibious APC/IFV's, and/or make modular versions, and make the Demo Technical move only on land. A few suggestions.
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Jul 9 2009, 03:49 AM
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#76
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Group: Senior Staff Posts: 305 Joined: 9-October 08 From: Jakarta, Indonesia Member No.: 3,331 |
Hey beng! I'm really planning to give you the new AI, but what changes have been done since I last make the laser AI for you? so I can make it for the final version better.
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Jul 9 2009, 10:25 AM
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#77
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
I don't think any of the changes will affect scripting. Except that laser Burton, demo Jarmen, and nuke Lotus can all be scripted to hunt using command button Command_BurtonAirStrikeScriptButton so they can call air strikes (but give them an attack priority to attack buildings with this). Laser Burton and CIA agent can also hunt using Command_BurtonCallArtyFire (but strategy center must be in bombardment plan). Oh i think the Laser general CIA agent might be new, he should hunt infantry and especially heroes. Thanks |
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Jul 21 2009, 04:54 AM
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#78
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Group: Senior Staff Posts: 305 Joined: 9-October 08 From: Jakarta, Indonesia Member No.: 3,331 |
Okay, here's my latest AI for your LDN Mod. Nuke and Demo General will use the new features of the mod. Laser General also improved a bit But there's some problem that I can't handle because lame ZH AI capability: - Sometimes the Fake Nuke Silo repeatly built and can make the game crashes. But I make it only build fake nuke ONCE for all. - Sometimes the AI will not build all buildings when there is more than one AI player that use same faction in one game (e.g. two Nuke Generals). This is SAGE bug and can't be fixed via codings and scriptings. - Even scripted, Nuke General AI won't fire their Spy Plane ability when the Lab built, don't know why. - You forget to put Demo_GLAAirfield in AIData.ini, so it can't build the airfield. I've put the new AIData.ini in the attached ZIP file. - My Laser General AI strangely won't build TARDIS anymore in version 3.0.0 And I found some bugs in your mod I think: - GLA AI (other than DemoGen) can't use GPS Scrambler! - Demo Angry Mobs have advanced trainings upgrade cameo, but no upgrade exist in the DemoGen buildings. Is this a cross-tech? - Nuke General SAM Site radar can attack across the map, sometimes you will notice the SAM's "hack wave" attacking enemy aircraft a far on the map and triggers enemy point defense lasers to attack those invisible things (the hack wave thing). Please fix this issue.
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Jul 21 2009, 08:08 AM
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#79
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
Thanks! I will try it and get back to you. I am also thinking of adding a new unit: Chinese silkworm missile launcher, to nuke general, and maybe a tomahawk launcher to laser, though i think all those sides already have too many units. I think i will use your overlord contain method so the fake nuke silo is only built once. Regarding the building or not building of buildings by AI, does the order in AIData.ini build list matter? Like should prerequisite buildings be built before those that require them? Like before building war factory must first build supply center? Also i am wondering about the coordinates for placement. Does that somehow affect it? |
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Jul 22 2009, 12:52 AM
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#80
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Group: Senior Staff Posts: 305 Joined: 9-October 08 From: Jakarta, Indonesia Member No.: 3,331 |
Regarding the building or not building of buildings by AI, does the order in AIData.ini build list matter? Like should prerequisite buildings be built before those that require them? Like before building war factory must first build supply center? Also i am wondering about the coordinates for placement. Does that somehow affect it? Prerequisites didn't affected in build list, but the build list is some kind of "build priority", the above ones priority is higher than the below ones. And coordinates will affect how the AI base will look like. Simple. |
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Sep 27 2009, 12:44 PM
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#81
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Group: Members Posts: 18 Joined: 28-October 07 From: Missouri Member No.: 2,037 |
There's still something wrong with the JXX: Once you drop the bomb, you can't fire neutron missiles.
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Dec 17 2009, 06:53 AM
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#82
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
There's still something wrong with the JXX: Once you drop the bomb, you can't fire neutron missiles. It is due to the buggy JetAI module. All jets have this problem if they have more than one weapon. The workaround is to give it a movement command after firing off one kind of weapon, by clicking on the ground somewhere so it moves towards there, this enables it to fire the other weapon slot after that. |
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Dec 17 2009, 12:40 PM
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#83
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Group: Members Posts: 18 Joined: 28-October 07 From: Missouri Member No.: 2,037 |
One more thing: When you sell the GLA Demo General airbase after upgrading with Stingers, the Stinger guys are just dropped on the ground and you cannot build anything there until you manage to kill them somehow.
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Jan 4 2010, 06:07 AM
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#84
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
One more thing: When you sell the GLA Demo General airbase after upgrading with Stingers, the Stinger guys are just dropped on the ground and you cannot build anything there until you manage to kill them somehow. Thanks, i will try and fix that for the next release. PS: the next release will add super artillery to nuke and laser: silkworm missile launcher for nuke and MLRS for laser. Any ideas for a super artillery unit for demo general? How about a truck that spams demo combat bikes or exploding donkeys as projectiles, or maybe a remote control bomb plane launcher? Hmmm... maybe a tunnelling missile that travels underground. |
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