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Commander_Tobias
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Posted: 15 Aug, 2008
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Joined: 16 Jun, 2007 Posts: 296 Location: Earth
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Both UEF. Us vs a Cybran and an Aeon.
_________________ Variety is the spice of the V section of the dictionary.
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duncane
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Posted: 15 Aug, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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I do more tests myself later today... didnt really try it out much as I dont play many games with allies, but it should be possible to get it work. Probably just need to add the units to AIs pool of units.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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duncane
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Posted: 16 Aug, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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When you give units make sure they are near an AIs base... An AI will only form platoons within 100 clicks (about 2.5km) of one of its bases. I could increase this, but I dont want to impact performance.
[EDIT]
This is true for most units, except for experimental which it will form and use anywhere on the map.
Also this could be causing some AI units that stray too far from base and then disband not to form a new platoon so I may look at fixing this as part of my AI patch.
[/EDIT]
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Commander_Tobias
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Posted: 26 Aug, 2008
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Joined: 16 Jun, 2007 Posts: 296 Location: Earth
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Is there a simpler way to point out units that the AI appears to have abandoned and get them to return to the closest AI base?
The AIs seam to lose track of all kind of units all over the map some times.
If i take a mex before an AI engy then the engy will usually stop and listen to its iPod for the next 10 minutes.
Can i give a text command to ask the AI to recall all unoccupied units outside of its bases?
_________________ Variety is the spice of the V section of the dictionary.
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duncane
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Posted: 26 Aug, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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It should be possible to add some kind of check for units out side of the base. I will look at it for my AI fix mod.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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iky10
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Posted: 09 Sep, 2008
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Joined: 25 Jul, 2007 Posts: 8
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i installed this mod, but cant seem to use, i hav the vanilla supcom, and the it doesnt work, unless its for FA, any1 hav any info.
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Legion Darrath
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Posted: 09 Sep, 2008
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| Forum Scout |
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Joined: 23 Feb, 2007 Posts: 8748 Location: Belgium
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iky10
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Posted: 09 Sep, 2008
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Joined: 25 Jul, 2007 Posts: 8
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what is required to make it work in the vanilla supcom
Edit: jus recieved my copy of forged alliance from amazon...cant go wrong for £10. will try it 2day..
Last edited by iky10 on 10 Sep, 2008, edited 1 time in total.
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duncane
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Posted: 09 Sep, 2008
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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It requires me to re-install vanilla and then redo the mod to work in that... which is not going to happen ;-P
Or you could go buy FA... its probably around for cheap now plus SC is much better with FA installed.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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hellewellth
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Posted: 10 Dec, 2008
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Joined: 20 Oct, 2007 Posts: 50 Location: USA
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excellent!
Now all i need is one that can allow me take over Enemy's as well.
using along with NullAI.
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OutOfTimer
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Posted: 15 Apr, 2009
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Joined: 17 Feb, 2009 Posts: 102 Location: Right behind you!
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Dear Duncane,
I've installed your Allied AI Control Mod along with Sorian's mods and your AI enhancements but for some reason it doesn't seem to work. When I enable it in the mod menager, it is highlighted but not recognised. It's kind of omitted when I exit the mod menager lobby. Is it my fault or some of these mods are incompatible (I tested it with regular Easy AI and had cheats on just like you told us to)?
In addition, do you think it's possible to incorporate this mod into one of your bigger mods or maybe I should ask Sorian if it's possible?
Thanks for help.
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duncane
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Posted: 16 Apr, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Hmmm.... sounds like a mod conflict.
try removing all other mods and see if it works. Then readd each mod one by one to see which one is conflicting.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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regabond
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Posted: 16 Apr, 2009
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Joined: 19 Mar, 2007 Posts: 2453
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It would still be nice if the AI would give as many of its units as possible to an ally right before it died.
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duncane
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Posted: 16 Apr, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Yes but how do you automatically decide when?
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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OutOfTimer
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Posted: 17 Apr, 2009
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Joined: 17 Feb, 2009 Posts: 102 Location: Right behind you!
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I would suggest automated units-giving when HP decreases to let's say 10%. In addition, there's always a second or two when units-giving still works when the ACU blows up, only to be disabled when you finally die.
@ duncane: It seems it somehow must be my fault because I can't get your mod to work no matter how I switch all the other mods. Thanks for help anyway.
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BulletMagnet
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Posted: 17 Apr, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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i do believe you can get away with hooking the ACU's OnDeath event (or what ever it happens to be called) and giving units away before continuing on.
something like;
Code: local oldOnDeath = OnDeath function OnDeath(self) GiefUnitzToFriendz() oldOnDeath(self) end
[PS:] we can use any sort of workaround we like here, even if it's not really realistic. because, after all, the AI does have an eco. buff and can see everywhere. XP
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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duncane
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Posted: 17 Apr, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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OutOfTimer... Im sad to hear it doesnt work... You know you need to click on the AI player name to take them over yeah?
BulletMagnet... Good point, it should be possible to make it so that an AI player losing its ACU would give all units. But is that really fair?
Besides... Im off to play Demigod 
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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regabond
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Posted: 17 Apr, 2009
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Joined: 19 Mar, 2007 Posts: 2453
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Well most decent human players can hand off their units just fine. Not to mention there are mods that hotkeys giving all units to some random player on your team. It could always be made an option in the lobby?
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rlpowell
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Posted: 24 Jul, 2009
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Joined: 19 Sep, 2007 Posts: 23
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duncane: I love this mod, thank you!
As for the whole AI not using units, maybe you could add a button that says "give these units to the AI, and force the AI to notice them"?
Or maybe an area command that designates a fake base for the AI?
Is there any way to force the AI to make a base? Simply making the AI make a factory doesn't seem to do the trick.
-Robin
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rlpowell
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Posted: 27 Jul, 2009
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Joined: 19 Sep, 2007 Posts: 23
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Man, the Swarm AI really doesn't understand amphibious units.
I gave it a whole bunch of amphibious tanks, and they just sat there.
At least it understands amphibious experimentals.
(using duncane's AI patch, and the non-cheating swarm AI, fwiw)
-Robin
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DimeBag
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Posted: 14 Jan, 2010
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Joined: 07 Jan, 2010 Posts: 6
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This is such a great mod just wanted to say thanks. I usually just scrim the AI (lol your AI mod too) and I always wanted to be able to do this.
Thanks 
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