Stan 1 Posted October 26, 2010 (edited) (aimd.ini and perhaps rulesmd.ini related) In the mod I'm making, I have the ai build Infantry task forces to defend their base (very early in the match). Now, on my own map, I have a bunch of free bunkers around the predestined plateaus for the bases. I'd like the infantry to enter the bunkers - but they attack them mostly, it's rather random I believe. (The CanBeOccupied= and Occupier= values all match.) The script types for the two infantry task forces are: Name=Allied Base Defense 0=58,1 1=5,20 2=58,131074 3=5,20 4=58,131139 5=5,20 6=58,131139 7=5,20 8=6,1 and Name=Allied Refinery Guard 0=58,1 1=5,20 2=58,196609 3=5,20 4=58,196609 5=5,20 6=6,1 What can I do about it? Change the script? If so, how? Or rather changing something about the bunkers [section] in the rules file? Also, did the infantry in vanilla YR behave like that? Can't remember right and I dont have the standart ai ini at hand. Thanks Edited October 26, 2010 by Stan Share this post Link to post
Doctor Destiny 41 Posted October 26, 2010 The AI needs a certain amount of space between its base and civilian placed structures, and it's quite large. Otherwise, you get the behavior where the AI destroys the buildings instead of garrisons. Share this post Link to post
Stan 1 Posted October 26, 2010 Hmmm, that makes mapping difficult, for me that is. Well, no bunkers then. But did the ai really behave like this in Yuris Revenge, with maps like Powder-keg? Does AiBaseSpacing= have an influence on this? (I'm using =2) Cheers Share this post Link to post
Doctor Destiny 41 Posted October 26, 2010 The AI does it in homegrown Westwood maps too. It's their default behavior for whatever reason. I'm not sure why they need as much space as they do, but they need it and it does create a slight problem when you want them to defend their bases with garrisons. I've used AIBaseSpacing=1 and had no real effect. So I don't think it's that. Share this post Link to post