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Showing results for tags 'AI'.
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Hey guys, I'm writing this to state my opinion on the AI's in Skirmish (Zero Hour), i've been playing C&C for over 4 years, and believe it or not, i haven't been able to defeat Medium army or the Hard army AI's, no matter how hard i try, i can't imagine winning against them, and the Easy is so weak, so i came to a conclusion that they should add an AI which should be weaker than Medium but a little stronger than Easy, or maybe a Mod, anyone else having the same problem with the AI's?, and if someone can tell me an a advice about how to get better at this game, i always go to the supplies at the start and the oil, but it seems i still can't win , humans can't multitask, like them. And the worst part is, i watched someone who were able to beat them at a 1v7, i tried to copy him, but it were the same .... Thanks for Reading.
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Kanes Wrath Skirmish AI Schemas
TheHostileNegotiator posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
It is the AI Schema .xml files for WrathEd. Extract the folder and put it into the schemas directory "...\WrathEd\Tools\Games\Kane's Wrath" Changed: Extract the folders and put it into the schemas directory "...\WrathEd\Tools\Games" Let me know if there are any issues when compiling AI or viewing AI in BigView. Hopefully, you should be able to mod almost anything regarding the AI and see new great potential (I would be curious if someone was to make a new faction with fully working AI, something seemingly impossible in TibWars). Update 1.5: If you have downloaded before 1.5, I would recommend replacing with this version. Self Patch Guide Patch Notes: 1.1: An Entry to EntryRelocation 1.2: Changed more Entry to EntryRelocation 1.3: Removed Entry that was not supposed to be there in AIBuildDelayRange which caused BigView to crash when looking at AI Personalities and potentially causing Compilation Errors (Thank you Boxhead78 for pointing out the crash). 1.4: Fixed AccountShare in AIBudgetStateDefinition -> Budget. Can now be viewed in BigView and be properly compiled. Added Tiberium Wars Schemas (To view AI in Tiberium Wars, particularly the campaign AI) 1.5: Fixed Target Heuristics SkirmishAI_1_5.zip- 16 replies
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Problem AImd.ini Problem
Zero0Judgment posted a topic in Red Alert 2 / Yuri's Revenge Maps & Modding
Hello, Maybe I done some mod mistake which I dont found myself in "AImd.ini". Firstly, Im using C&C AI Editor. Secondly, When I'm using standard "AImd.ini" It's work perfectly fine. The Prob : I done Task Force,Script,Team for All Flags(Sov,All,Yur). Well I don't finish all the Trigger yet, but at least I done the Allied Flag. So I tried it (using "LaunchBase") on the game. All the AI uses Allied Flag Nation cause like I said only done all on Allied Flag. On the game, They DIDN'T PRODUCE/CREATE ANY unit except Chrono Miner [No infantry, No Vechile. Only Chrono Miner(Harvester)] Thanks for your time. I really hope your help! Cause Any other mod, I dont like them especially adding a new unit. [This is my VERY FIRST modding anyway] Added : My Really Concern was in the 'Trigger' types Which make the Mod didnt work.- 3 replies
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- Yuris Revenge
- Not Attack
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After a couple of recent games against the Scrin, I realized the Scrin AI tents to place multiple Growth Accelerators on the same spot. Not sure if thats an old TW bug or related tot my recent changes to the building, but I was kinda wondering if anyone has an idea to stop that. :S
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Sometimes in my mod the AI would rather build another attack force rather than sending the one it previously created. The 1st attack force just sits outside my base without attacking. Skirmishes are often just the AI building attack forces repeatedly causing a glob of idle units lagging the game. How can I fix this? Is this a result of having large attack teams with low number TeamDelays?