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> RA1 radar & map hack
ma1kel
post Sep 24 2010, 11:31 AM
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I'm searching for a map hack and radar hack for RA1, I want to emulate the multiplayer AI of the game in OpenRA a bit, but I need to have better info on how it works to do so. Could anyone give me some directions to these hacks?
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ma1kel
post Sep 25 2010, 11:11 PM
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Yeah, I'd like to have at least something as basic as RA2/YR has. With the idea that you can just set a Harvester Dump credit multiplier (i.e. cheating) so you can write task forces. Then make a lot of the AI configurable (e.g. attack priority per taskforce) and incrementing this every release, adding complexity and better performance against human players.

I'll have to write quite a few functions and logic before I can start beginning with that, as there's a reason the multiplayer AI is called "HackyAI" in OpenRA. tongue.gif

This post has been edited by ma1kel: Sep 25 2010, 11:13 PM
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Rampastring
post Sep 26 2010, 05:54 AM
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I find some things in the TS AI system better than than in RA2/YR. For example, in TS the AI's taskforces focus their fire, but in RA2 all the taskforce's units have their own targets.
QUOTE
With the idea that you can just set a Harvester Dump credit multiplier (i.e. cheating) so you can write task forces.

Please also take a look at the TS/RA2 difficulty/cheat system, which I find awesome (the key "MultiplayerAICM" and the [Easy], [Normal] and [Difficult] sections in the Rules.ini).

This post has been edited by ^Rampastein: Sep 26 2010, 11:05 AM


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