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I just made a better preview for the map

It seems that you've changed the building pallette?
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*sighs* If DTA wasn't so close to TD, there probably would've been some big buildings. The villages don't make much of a city but still a good map to play.
Well, it's a bit weird since a Medium Tank is larger than a civilian building. However TD's villages still look nice in my opinion.
I also thought that the tracks looked weird when I first saw them, but then I got the idea of using them for detailing the villages.. and I've got used to them now.
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I have to admit I'm not that experienced with AI coding and didn't even realize there were tech levels specified under [AITriggerTypes] (I only noticed TechLevel=0 in the code of the teams). I just noticed where the actual tech level is specified however, so I'll give a go at modifying all of those according to DTA's; thanks for pointing this out

Assuming you haven't got someone to code the AI yet, would you be interested in trying my AI? I recently rewrote a lot of stuff from ai_dta.ini when I was trying to make the AI more challenging for a lanparty.. and the AI became quite tough (we lost most matches against it), although it has only as much cheats as DTA's normal AI.
I have been improving the AI for two years, and when DTA 1.10 was released I modified the AI to be similar to my old AI before 1.10's release. I've rewritten a large portion of the file (the essential parts) in a few years, and I've also modified a few rules.ini keys which make the AI more aggressive. For example, the GDI AI doesn't attack with infantry units anymore when it can attack with tanks (the normal AI could "replace" a mammoth tank attack with an attack of a few rifle infantries if the mammoth tanks had failed.. and the Nod AI still uses infantry, but more rarely), the AI uses more artilleries and rocket launchers (especially SSM launchers as Nod to outrange guard towers), uses air units better (to kill your harvesters) etc.
This post has been edited by ^Rampastein: May 11 2010, 05:02 AM