Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

AI-Boost
Bast75  [developer] 8 Oct, 2020 @ 4:18am
AI Actions to increase power
If the AI needs power but cannot build power. What should it sell?
Currently i have set the following:

{STRUCT_CHRONOSPHERE, URGENCY_LOW},
{STRUCT_ADVANCED_TECH, URGENCY_LOW},
{STRUCT_FORWARD_COM, URGENCY_LOW},
{STRUCT_SOVIET_TECH, URGENCY_LOW},
{STRUCT_IRON_CURTAIN, URGENCY_MEDIUM},
{STRUCT_RADAR, URGENCY_MEDIUM},
{STRUCT_REPAIR, URGENCY_MEDIUM},
{STRUCT_SHIP_YARD, URGENCY_MEDIUM},
{STRUCT_SUB_PEN, URGENCY_MEDIUM},
{STRUCT_TESLA, URGENCY_HIGH}

What do you think it should be?
Last edited by Bast75; 8 Oct, 2020 @ 4:21am
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Showing 1-12 of 12 comments
Linglin 8 Oct, 2020 @ 7:28am 
forward command post doesn't have a buildup animation so you couldn't sell it and it's a mission structure so remove them from the list
change all superweapon and add nuclear silo to high and will be the last one to sell
removes production buildings from the list
removes service deport
set radar dome to low
add gap generator and set them to medium
add Ailled AA GUN and set them to high(it stops working in low power)

And do you want to change them to AI don't have any conyards then sell buildings?
I suggests if AI owns conyard then AI will only sell URGENCY_LOW and URGENCY_MEDIUM to raise power
Linglin 8 Oct, 2020 @ 8:05am 
if makes AI builds more power plants for more stable power supply that will be good
and it will be dynamically change though all the stages
before war factory PowerSurplus is normal
once AI owns war factories,then PowerSurplus+50
AI owns radar dome,then PowerSurplus+50 again,etc
tesla coil+500 because it's too easily to make a soviet base fragile without a good power supply
any AA base defense+100
other base defense+50
tech center+200
gap generator +200
any super weapon +400
other production building+50

and all of them can be customized in INI including the original PowerSurplus=
Linglin 8 Oct, 2020 @ 8:06am 
that will make AI's base power not to easily to cut off by nuclear weapon or something else
Kompaktive 8 Oct, 2020 @ 7:21pm 
Chronosphere, Iron Curtain might be the first thing they should sell. Did they even build them in the first place?
Linglin 8 Oct, 2020 @ 11:43pm 
I don't think AI should sell any superweapon.Until AI have nothing else to sell,because they are really important buildings,although it's take time to figure out how to let AI know how to use them,currently AI won't build them
Linglin 9 Oct, 2020 @ 11:35am 
Please don't set AI to sell pillbox,cameo pillbox and flame turrets,they can fire in low power status!
Bast75  [developer] 9 Oct, 2020 @ 12:04pm 
Is this selling list to increase power better?
{STRUCT_CHRONOSPHERE, URGENCY_LOW},
{STRUCT_IRON_CURTAIN, URGENCY_LOW},
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM},
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM},
{STRUCT_RADAR, URGENCY_MEDIUM},
{STRUCT_GAP, URGENCY_MEDIUM},
{STRUCT_TESLA, URGENCY_HIGH}
Kompaktive 9 Oct, 2020 @ 5:16pm 
Originally posted by Bast75:
Is this selling list to increase power better?
{STRUCT_CHRONOSPHERE, URGENCY_LOW},
{STRUCT_IRON_CURTAIN, URGENCY_LOW},
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM},
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM},
{STRUCT_RADAR, URGENCY_MEDIUM},
{STRUCT_GAP, URGENCY_MEDIUM},
{STRUCT_TESLA, URGENCY_HIGH}
Yes, it's good imo.

Originally posted by Linglin:
I don't think AI should sell any superweapon.Until AI have nothing else to sell,because they are really important buildings,although it's take time to figure out how to let AI know how to use them,currently AI won't build them
I thought chronospehere and iron curtain is very underpowered. The nuke silo one is the only impactful superweapon for the AI.
Linglin 9 Oct, 2020 @ 9:10pm 
Originally posted by Bast75:
Is this selling list to increase power better?
{STRUCT_CHRONOSPHERE, URGENCY_LOW},
{STRUCT_IRON_CURTAIN, URGENCY_LOW},
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM},
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM},
{STRUCT_RADAR, URGENCY_MEDIUM},
{STRUCT_GAP, URGENCY_MEDIUM},
{STRUCT_TESLA, URGENCY_HIGH}
add AA GUN as high,they cannot fire in low power
Linglin 9 Oct, 2020 @ 9:35pm 
the power setting in last update is good please don't remove it
I suggest just add the value you set in rules but defenses for exception
and update the value dynamically to make sure AI won't selling power when AI still building power plants
example
AI builds radar dome then PowerSurplus+50
AI have 3 war factory but extra PowerSurplus won't count as 3 times,it's still +50
AI have n tesla coils, the extra PowerSurplus add 200*n/2(because AI will build many of them)
the only thing to do is to keep the value up with PowerSurplus dynamically is a good option so ai won't sell any power during base building.I really don't like it when I was playing original game messing around with rules.ini
tested in this update ai builds power when if AI leading it's base to low power at beginning,and last update is better than that and build advanced power way earlier,but seems like the selling power problem is fixed,I set it to build 100 power plants and it builds,but another issue is AI will build power non stop until it meets power requirement then build something else,which wouldn't happens in last update.I hope you roll back to last update's AI build power mekanism,that one is more better
Last edited by Linglin; 10 Oct, 2020 @ 3:31am
Bast75  [developer] 10 Oct, 2020 @ 2:31pm 
Hi all,
Currently the AI build the power it needs and in addition it builds extra power thats given in the .ini file. Default 1000

If it has low power problems and it takes to long to build a power plant,
then it starts selling in this order:

{STRUCT_CHRONOSPHERE, URGENCY_LOW},
{STRUCT_IRON_CURTAIN, URGENCY_LOW},
{STRUCT_GAP, URGENCY_MEDIUM},
{STRUCT_KENNEL, URGENCY_MEDIUM},
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM},
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM},
{STRUCT_RADAR, URGENCY_MEDIUM},
{STRUCT_SAM, URGENCY_CRITICAL},
{STRUCT_AAGUN, URGENCY_CRITICAL},
{STRUCT_PILLBOX, URGENCY_CRITICAL},
{STRUCT_CAMOPILLBOX, URGENCY_CRITICAL},
{STRUCT_TURRET, URGENCY_CRITICAL},
{STRUCT_FLAME_TURRET, URGENCY_CRITICAL},
{STRUCT_TESLA, URGENCY_CRITICAL},
{STRUCT_AIRSTRIP, URGENCY_CRITICAL},
{STRUCT_HELIPAD, URGENCY_CRITICAL},
{STRUCT_SHIP_YARD, URGENCY_CRITICAL},
{STRUCT_SUB_PEN, URGENCY_CRITICAL},
{STRUCT_REPAIR, URGENCY_CRITICAL},
{STRUCT_ADVANCED_POWER, URGENCY_CRITICAL},
{STRUCT_WEAP, URGENCY_CRITICAL},
{STRUCT_BARRACKS, URGENCY_CRITICAL},
{STRUCT_TENT, URGENCY_CRITICAL},
{STRUCT_CONST, URGENCY_CRITICAL}

Any tips, idea's how to improve this?
Linglin 10 Oct, 2020 @ 6:04pm 
roll back to last update which using per building PowerSurplus bonus is more dynamically,just need to fix the problem AI selling power plants
current version doesn't have this issue(test on 10000 which leading AI to build 50 power plant non-stop but that delays AI base building if set too large)

no production buildings,no working defense buildings and no service deport,but why adcanced power plant and conyard in this list???

this is fine now just add AA Gun in the list,selling others will weaken the AI

{STRUCT_CHRONOSPHERE, URGENCY_LOW}
{STRUCT_IRON_CURTAIN, URGENCY_LOW}
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM}
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM}
{STRUCT_RADAR, URGENCY_MEDIUM}
{STRUCT_GAP, URGENCY_MEDIUM}
{STRUCT_AAGUN, URGENCY_HIGH}
{STRUCT_TESLA, URGENCY_HIGH}
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