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Changes and Plans2
Changes and Plans2
To be added:
***ThreatAvoidanceCoefficient?
***WantsExtraSpace
***64.0 vs 59.0
*** Try 0,8 for base defense team
*** Try -1 trigger type to make defense team pool unit
*** 65536/131072 - for low/high threat, 196608/262144 - for near/far building
*** Use own equal or less than 0 as a negative trigger.
*** You can have max of 2 transport by using TeamType 2 in the trigger?
***** 3 support force! trigger when # of primary force unit size is right.
***** Split large forces into support force to avoid stuck in one place?
***** Use higher priority prerequisite building if you want AI to respect tech
requirement and respond to enemy buildings, like spy
Added:
changed siege unit and AA unit leadership rating. Mirage tank too.
Buffed Brutes
choose wall % = 75%
virtual refinery 5,3,1
team delay
1350 emergency repair
opportunity fire by apoc, kirov
auto crush for TD, grizzly, rhino, V3, lasher, robot
Tesla tankbolt range = 5
Demobomb RadLevel=150
Tanya special threat rating
terror drone threat = 45 above most tanks
Mastermind Yuri prime special threat rating
Demo truck available in crates now
12 defense structure on easy, 1 more for hard ally
Extra space for Soviet Refinery to prevent blocking.
Extra space for sentry gun and pillbox to prevent blocking.
V3 rocket speed buffed to 18 same as dreadnaught
double naval strike fleet is now allowed
Sentry gun and pillbox anti armor rating decreased
Battle bunker anti armor rating increased
Crush=4.0
>>>Increased chance of ally tank rush
>>>New task force for hard chronosphere attack
Tesla trooper range buffed to regular infantry
Nerfed ridiculous damage of garrisoned Yuri Initiative, but still kept it very
strong. 40/50
>>>Easy Enemy now can build miners.
>>>Spy vs refinery
>>>Buffed easy and medium Soviet, and easy allies
>>>Increase naval bombardment chance
TargetDistanceCoefficientDefault=-25
>>> Script change on prism rush, Tanks less likely to advance racklessly
>>> Kirov has terror drone support.
>>> Black Eagle strikes on Con yard
>>> Increased air strike frequency
BaseBias=5
BaseDefenseDelay=.02
Added an amphibious assault script for allies, testing only.
>>> Max oil capture team = 2???
AutocreateTime=.5
>>> No more airstrike on neutral oil
Carrier,dreadnaught DefaultToGuardArea=yes CanPassiveAquire=yes GuardRange=20
Dreadnaught can retaliate
MTNKK guard 2nd factory
HTNKK
RelaxedStray=4.0
AITriggerSuccessWeightDelta=10 ;5
AITriggerFailureWeightDelta=-25 ; -20
AITriggerTrackRecordCoefficient=2
MyEffectivenessCoefficientDefault=2.0
TargetEffectivenessCoefficientDefault=-2.0
TargetSpecialThreatCoefficientDefault=2.0
TargetStrengthCoefficientDefault=-2.0
TargetDistanceCoefficientDefault=-1.0
AIHateDelays=25,25,25
mtnk,htnk,tnkd guardrange=12
6 Dolphin cheese
Adjust transport team group up at small maps
Adjusted naval bombardment script
Adjust Soviet Siege Chooper script
TargetSpecialThreatCoefficientDefault=200
Demobomb radlevel = 135 up from 125 to kill infantry reliably
15 Rhino Cheese attack
AIsafedistance=32
Korean vs Super weapon and nuke reactor'
Terrorist TypeImmune=yes
Aggresive=no on Soviet Ultra Hard
Capture Bridge 2
Iron Curtain on Normal tank units
Fix Krov support
Rhino and Grizzly default guard area???
Buffed Anti kirov trigger
Fixed Spy vs refinery
MyEffectivenessCoefficientDefault=-2.0
Bombard, Apoc, Soviet Cheese, Drone no longer aggressive.
2018/1/21
CARRIERR!!!
deleteted dolphins attack for now
trans will not work with regroup!
weapon:HornetLauncherAI
CanRetaliate=yes
OpportunityFire=yes (both on normal carrier too)
action; navalattack-2
Aegis follower
Things follow carrier appears idle if in same taskforce.
Trans1 fixed by looping of load command.
sight=11 from 7
HornetLauncerAI works, but not CarrierR
Only attack land target when retaliating
Targetting delay reverted to see if guard stuck is fixed. Fail
Techlevel=-1 removed; fail, ai still refuse to build it.
hunt; fail
guard area,20;Worked somewhat, easy to distract
Landtargeting
Shuffle between bases; worked somewhat
Success: Non specific carrier strike.
Test: Whether or not
Yuri refuse to build sub???
Correction, image= should be capitalized.
2018/1/28
Test: Apoc DefaultToGuardArea ;fail, they chase plane to the base. conflict with
rhino script
GI default guardarea?; no difference on AI?
Tech oil derick ToProtect; no difference lol
changed no script to area guard ;not the same as no script
Desobomb testing
Amphibious soviet oil capture?
prism tank always guard?? ;failed, prism tank stuck if told guard in script
opportunityfire but not mobile fire? HTK; useless
chrono tank no guard area; same
2018/06/23
Korea new air strike targets
Soviet coutner siege ship with squids
AI prioritize build naval if enemy has naval unit to not lose the race.
Korea air strike on powerplant if power=yellow
Fixed black eagle not landing
Better black eagle production management
Split harrier attacks
Rocketeer support carrier attack
New yuri infantry and disc attack
Fixed dolphin attack without battlelab
Fixed empty tank bunker and yuri stop attack half way
Russians are more aggressive early on
Increased apoclypse tank damage vs infantry (25>30)
Soviet build less base defense to focus on tanks
AA building can shot parachuters
AI capture tech building when stuck on islands (like Tsunami map)
brute grange=6
Remove mtnk htnk toprotect
Aegis hunt, aegis join carrier
27 guard range for siege ships? ; for move closer
Use tech PREq that AI ignore but human not build! ; WORKED
BSUBB ; primary problem ; ok unless on organic
Test