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Prepare for a unique, nonstop action, from RA3 Invasion!!!
On this AI Mod you found the Commanders: Allied:Krauss - Soviet:Gideon - Japan:Ronin, which can have economic advantage up to 12 times! They like to make expand and can take the entire map if you let them! They are fearless and like to push from Land Air Sea from multiple locations, sending their forces forward, destroying everything on the way...
So, Your mission, if should you choose to accept it:
- Repel the incoming forces and expand your base... - Find your way to enter and destroy the enemy base!
- Complete your mission with less start money on higher difficulty level at less time!
Good luck Commander...
RA3:Invasion Series
RA3:Invasion keep you non-stop under pressure, with clean brutal action. AI act based who you act! RA3:InsaneInvasion is a modified version of RA3:Invasion and the building system is 80% faster, plus more energy and money, for more hardcore gameplay! RA3:InvasionRaise is Exactly version of the RA3:Invasion, plus the Uprising Units! RA3:InsaneInvasionRaise is Exactly version of the RA3:InsaneInvasion, plus the Uprising Units!
If someone who know to mod this game and want help me, i want this states, the most important is the numbers 3,4,5:
1 - Allies use chronosphere super weapon 2 - Japan use Nanoswarm super weapon
3 - I want state who when the Natasha snipe vehicle, the vehicle stay unused the AI no send units to take it back... I want to try capture the abandoned vehicle any antiinfantryinfantry antivehicleinfantry from all functions...
4 - Also, how tell the AI not destroy something???! As example i want from AI, NOT destroy the Observation Posts...
5 - Why engineers try, not the neutrals structures, the enemy structures twice, many times he cannot succeeded with first time...
If someone who know to mod this game and want help me, i want this states, the most important is the numbers 3,4,5:
1 - Allies use chronosphere super weapon 2 - Japan use Nanoswarm super weapon
3 - I want state who when the Natasha snipe vehicle, the vehicle stay unused the AI no send units to take it back... I want to try capture the abandoned vehicle any antiinfantryinfantry antivehicleinfantry from all functions...
4 - Also, how tell the AI not destroy something???! As example i want from AI, NOT destroy the Observation Posts...
5 - Why engineers try, not the neutrals structures, the enemy structures twice, many times he cannot succeeded with first time...
Thank you!
replace the following LogicCommands in the logicCommand.xml
#1 This will make the AI target enemy units and place them on top of structures so they die <LogicCommand Options="NEED_TARGET_POS" Type="SPECIAL_POWER" id="Command_SelectObjectsForChrono"> <SpecialPower>SpecialPowerChronosphereObjectSelect</SpecialPower> <AISpecialPowerInfo Heuristic="PLAYER_AOE_ATTACK" Manager="SKIRMISH_AI" TargetObjectInclude="CAN_ATTACK" TargetObjectExclude="AIRCRAFT SUBMARINE STRUCTURE FS_BASE_DEFENSE POWERED" RequireKillTargets="false" MinTargetsHit="3" Distance="0.1" NextLogicCommand="Command_SpawnObjectsForChrono"> <SpecialPowerWeapon Weapon="AlliedCryoSatelliteLvl2"/> </AISpecialPowerInfo> </LogicCommand>
#2 this nanoswarm will target enemies too <LogicCommand Options="NEED_TARGET_POS" Type="SPECIAL_POWER" id="Command_NanoSwarmHive"> <SpecialPower>SpecialPowerNanoSwarmHive</SpecialPower> <AISpecialPowerInfo Heuristic="PLAYER_AOE_ATTACK" Manager="SKIRMISH_AI" TargetObjectInclude="CAN_ATTACK" TargetObjectExclude="AIRCRAFT FS_BASE_DEFENSE" RequireKillTargets="false" MinTargetsHit="10" MinEnemiesNearby="10" Distance="50.0"> <SpecialPowerWeapon Weapon="TelekineticExplosion"/> </AISpecialPowerInfo> </LogicCommand>
#3 Replace CaptureLandHusks , make your own
#4 I imagine you tried adding them to the ignore list in the micromanagers, but that won't work because the AI will still count it as a passive structure in it too. Which pretty much means you can't stop them from targetting it, if it's along the path.
You could add it to ignore list and make sure all target heuristics the strategic states exclude neutral structures. Then uncheck EngagePassiveTargets, then you'll need to make sure that the AI have good target heuristics.
This just means you neeed to add any possible passive target as a target heuristic.
This is what I used to make my AI target refineries with century bombers without bombing things like oils along the way.
#5 unsure
This post has been edited by JonnyKnows: Mar 6 2017, 07:15 AM
On this AI Mod you found the Commanders: Allied:Krauss - Soviet:Gideon - Japan:Ronin, which can have economic advantage up to 12 times! They like to make expand and can take the entire map if you let them! They are fearless and like to push from Land Air Sea from multiple locations, sending their forces forward, destroying everything on the way...
So,
Your mission, if should you choose to accept it:
- Repel the incoming forces and expand your base...
- Find your way to enter and destroy the enemy base!
- Complete your mission with less start money on higher difficulty level at less time!
Good luck Commander...
RA3:Invasion keep you non-stop under pressure, with clean brutal action. AI act based who you act!
RA3:InsaneInvasion is a modified version of RA3:Invasion and the building system is 80% faster, plus more energy and money, for more hardcore gameplay!
RA3:InvasionRaise is Exactly version of the RA3:Invasion, plus the Uprising Units!
RA3:InsaneInvasionRaise is Exactly version of the RA3:InsaneInvasion, plus the Uprising Units!
You can read more about the mod here:
http://www.moddb.com/mods/redalert3invasion
You can read about how AI act, on article here:
http://www.moddb.com/mods/redalert3invasio...invasion-ai-mod
You can download here:
http://www.moddb.com/mods/redalert3invasion/downloads
http://tinyurl.com/RA3Invasion
This post has been edited by txc2004: Sep 27 2017, 18:50 PM
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