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Only thing I don't like is that the AI doesn't build infantry after what you call midgame. Is there a way to disable that, so that the AI mixes vehicles and infantry beyond midgame?
That said if you're looking into that kind of thing, I once noticed what looked like build-time variations in Techno.Time_To_Build() determined by AI IQ. I made a note of it at the time to go back and have a look at how that worked, but never really did so.
cuz i don,t know if i,m doing something wrong or the mod doesn,t work
the Mission https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2561429650
Thank you guys for lookIng in to this issue this is really gomna help people that want to make missions larger than 64x64 map for TD
To convert coords to cells, it's reading the first and third (big endian) bytes of the coord as unsigned chars, casting to something bigger, left shifting the Y component, XORing, and casting to cell (which is a *signed* short). This is slightly wrong because the high bit of the unsigned y component ends up in the sign bit of the signed short. But it should never be an issue since the map editor literally can't output a 1 in that bit (since you don't have y values above 127, and, even if you did, you're masking by 127).
Thanks for looking at this all the same, I'll upload the compiled release now.
If I have this right, you've set that lower cluster of buildings to be the "base" (i.e. for the AI to rebuild when lost) and after saving the map, the red buildings have appeared? I'll have a look and see if I can replicate it this evening.
i dont know if this bug is known to you i am making a mission with the recently added megamap support with the CFEPatch Redux but i found a bug in your'e modified map edior with the megamap support when i was working in my mission i noticed strange buildings out side of the map playable map area those are the buildings that the enemy uses to replace lost buildings it happens every time then i save the map causes the enemy no to rebuild any lost buildings i have a screenshot here: https://drive.google.com/file/d/1w8wn4qY1o5LWqEl2D3uVQ6RIG8bDwJss/view
screaming_chicken, just a friendly FYI, version 1.0 of my mod, 'TD Mission-Making Toolkit', is ready and uploaded. If you haven't yet, check out the mod page if you'd like to. I hope things have been going well for you too!
Hunt mode is when the AI Unit is looking for a target anywhere on the map and will travel there to attack it. If it kills the target, it will look for the next best target anywhere on the map. The other AI modes like Guard and Area Guard stop the AI from travelling too far from the place they are guarding.
Wishing good results in your endeavors. :) Bye!
Btw, I knew about the map editor, having visited the PPM forums, and you've done great work; I've also been keeping an eye on that Vanilla Conquer project which has done the rest of the megamap work so far. Since you're saying you want to clean up the editor, I'd like to tell you in tests with it I've been facing a bug: trying to access the overlay tab in temperate or winter theater (where besides crates there's the farming fields) fails with a "crash" - window with info popping up etc; exiting being an option, not automatic. As far as I recall the window's info had to do with size somewhere, but I'm not sure. Machine is a modern one with Windows 10.
Thanks again; bye for now.
Sure, go for it. Let me know how you get on. I'd been thinking about Megamap support further down the line also. There is a copy of the Map Editor code in my github which supports saving TD maps in megamap size using the Sole-Survivor map binary format, although I've been wanting to clean that up a bit.
I thought I’d add a TD mod of my own on Steam in time, partly for personal reasons concerning mission design and partly just to share. Unlike most mods, it will be aimed at being a toolkit for mission designers, and a prerequisite for playing missions made with it, rather than something to play “anything” (and skirmish will not be an option). There will be elements of my own such as a slightly adjusted arsenal and related stats, but also gameplay features from other mods (for quality of life, improved AI, etc) with credit where it is due. I’ll probably add support for megamaps, at least eventually.
SO, besides appreciating your opinion, I want to ask, since all of the features of your mod except skirmish AI would fit into my mod, and your work is too complicated for me to practically do otherwise, would you mind if I used the entire code as modified for your mod as the base to further work with? I know the GPL says OK, but I’d like your permission.
Should have a new version with those fixes out soon, currently I'm work on some SAM building logic.
Another thing; just in case you haven't noticed, in CFE Patch Redux Chthon added a bugfix of his own to cfehunter's A* pathing (I don't mean the infantry Tiberium aversion feature) - in the commit of October 6. Just thought you should include it and might have missed this.
And congrats on the fix for the walls! That must have been a tough one indeed.
GDI rushes with medium tanks and humvees are really deadly.
NOD attack is lacking behind a bit, because it's missing the firepower of medium tanks (maybe if they build more light tanks instead of recon bikes and buggies?)
I don't know if difficulty is enabled, but sometimes easy AI plays better than hard :)
Otherwise really fun mod to play.
I see what you mean about SAM defenses. Part of the problem is that the build-time on helipads is 300 (1500-1200) , but the build-time on SAM's is 750. So a player can throw down multiple helipads really quickly if they have the cash. I'm going to try to get the AI to respond quicker when the player goes heavy on aircraft. The AI currently doesn't know how to sell or pause building, which leads into the Harvester problem below also (it doesn't have cash reserves to build a new Harv).
Infantry and amount of Defences are kind of a balancing act. Infantry can get wasted by Adv GTs or Flametanks quickly as the AI doesn't micro them.
Nice mod!
AI is much better now and its rushes are quite effective.
Some suggestions:
- AI builds sam sites very late in game. I was shooting his buildings with Orcas and it was defenceless
- it could also build some infantry to improve attack or defence
- or build more defence structures (AI's usually wipe eachother out, because they attack with much more vehicles than there are def structures)
- if you destroy all harvesters, AI doens't know how to build more harvesters. Even if it has 3 refineries, it won't sell one, to build harvester.