Bittah's Idea to expand the Houses and move some keys into this section sounds really good.
CODE
[Houses]
0=GDI
1=Nod
2=Neutral
3=Special
[GDI]
Name=GDI
Suffix=GDI
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
BaseUnit=GDIMCV;moved from [General] in this section
BuildConst=GDIConYard;moved from [AI] in this section
By moving BaseUnit to the House would be a good start to make individual sides work. Then GDI and Nod could be really independant from each other.
And of course the biggest problem BuildConst under the AI section should be fixed to allow more entries. The alternative would be to move this into the sides section too as shown in the example code. This would also fix ambiguities when a conyard has more than one owner. Then the AI really knows to which side which conyard belongs.
I'm not sure if it's necessary to allow adding more sides too, as the AI should work already with more Houses, because in AI.ini you specify the House to which a certain TeamType belongs and not the Side. Though it could be useful to allow adding there some more neutral sides, which you can give different colors and this way allows to place on Multiplayer maps different colored units.
In RA2 it seems as it was necessary to give each completely independant House a different Side, why YuriCountry got it's own side and wasn't simply put in the GDI (Allies) or Nod (Soviet) lists.
CODE
[Sides]
GDI=GDI,Havoc;allow to add more Houses as subfactions which all belong to the same Side
Nod=Nod,BlackHand;allow to add more Houses as subfactions which all belong to the same Side
3rdSide=Scrin;allow to add more independant sides
Civilian=Neutral
Mutant=Special
With the support for more independant sides you should move imo the complete AI section into the Houses. This would really fix all ambiguities and would never lead into a GDI side building a Nod Refinery and vice versa.
CODE
[GDI]
Name=GDI
Suffix=GDI
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
BaseUnit=GDIMCV;moved from [General] in this section
BuildConst=GDIConYard;moved from [AI] in this section
BuildPower=GAPOWR
BuildRefinery=GAPROC
BuildBarracks=GAPILE
BuildTech=GATECH
BuildWeapons=GAWEAP,DGWEAP
BuildDefense=GACTWR;this could be a problem as it's also AA
BuildPDefense=GAADVTWR
BuildAA=GACTWR;this could be a problem as it's also AG
BuildHelipad=GAHPAD
BuildRadar=GARADR
ConcreteWalls=GAWALL
NSGates=GAGATE_B
EWGates=GAGATE_A
UnloadingHarvester=HORV;just a graphical problem, but it would be fixed this way too
This post has been edited by Lin Kuei Ominae: Jul 29 2009, 02:01 PM