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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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Nyerguds
post Sep 24 2010, 08:12 PM
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I don't understand what you're asking for... just make an RA mission with a reveal trigger.


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ma1kel
post Sep 24 2010, 10:14 PM
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Oh, forgot that works in RA1.
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Revolutionary
post Sep 25 2010, 07:50 PM
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To Be honest, the RA AI is that basic you would be better starting from scratch;
Make a AI which forfills units tech requirement, Builds a proper base, actually builds a navy and does a bit more than send one great big stream of troops at you after a set period of time.

(i have found Trainers for RA however none which reveal the map, it might be no help but personal what i do is make the allied tech center require only a conyard to build, cost $1 and make the spy sat only take a minute to load, It deosnt to my knowledge effect the AI in any way, They never build tech structures any way...)


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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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Nyerguds
post Sep 26 2010, 09:19 AM
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wouldn't it be handier to actually take a look at the functions used in RA for the AI then? Disassembling the exe?


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ma1kel
post Sep 26 2010, 10:13 PM
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I'd rather just emulate the behavior, as RA's multiplayer AI is pretty simplistic (although modifying some of the rules.ini settings does improve its behavior).

@^Rampastein: I'm not that familiar with TS, I know in RA2/YR that the Brutal AI was easy to defeat (because of limited task forces, it cheated pretty badly), with some mods improving its performance. Is, in your eyes, TS' AI better than RA2/YR?
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Rampastring
post Sep 27 2010, 01:08 PM
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QUOTE (ma1kel @ Sep 27 2010, 01:13 AM) *
Is, in your eyes, TS' AI better than RA2/YR?

Yes, in some ways (like focusing fire which I said before), although some other things (like base building) are less customizable than in RA2. You can make the TS AI a real killer just by making it's taskforces better (bigger and more unit variety) and reducing it's amount of defensive teams.

Red Alert / OpenRA have different gameplay than TS though. If you want something to follow while writing the OpenRA AI engine, RA2 fits well I think.

This post has been edited by ^Rampastein: Sep 27 2010, 01:13 PM


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Lin Kuei Ominae
post Sep 27 2010, 01:13 PM
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QUOTE (ma1kel @ Sep 26 2010, 11:13 PM) *
Is, in your eyes, TS' AI better than RA2/YR?

No. Since the RA2/YR AI has afaik everything the TS AI is capable of and some additional stuff, the RA2/YR AI is more advanced.

However both, the TS and RA2 AIs are extremely bad and incomplete implemented in ai.ini, thus the AI isn't nearly working on its full potential.
I would say the ai.ini in both games is using only 10-25% of all the possibilities and thus makes the AI very weak, stupid and predictable.

This post has been edited by Lin Kuei Ominae: Sep 27 2010, 01:19 PM


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