Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

AI-Boost
Bast75  [developer] 13 Oct, 2020 @ 11:31am
Perfect build order for AI
Hi all.

What do you think is the best build order for the AI.

Currently is has (if I remember correctly)

Deploy MCV
Power
Power
Refinery
Barracks
Dog kennel
Second Refinery
Second Barracks
War factory
Thirth Refinery
War factory
Fourth Refinery
Second warfactory
Fifth Refinery
2 defences of each
Radar dome
Airfield 2*
Helipad 2*
Naval yard/sub pen 2*
Tech center
Missile silo (nuke)

And then random selection between al possible buildings.


Note:
He starts with a demand of Powerplus 50, after completing the Radar Dome, he swithes to Powerplus 1000.
Whenever the Power goes below the the given value in Powerplus, he builds power. If Power oké, then the AI goes to the next building.

I could speed up the AI to go to tech center as soon as possible, but this slows the unit production in the beginning to much resulting in he can't stop early rush players.

So ime not sure what to do.
Make him rush? Infantry/tanks or air?
Go to tech center as soon as possible?
Or dig in like a turtle and make a extreme base defence.

Perhaps a random selection at the beginning that chooses one of them?
Or let u all choose in the .ini what you prefer?

What do you think the best solution is for this?
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Bast75  [developer] 16 Oct, 2020 @ 4:18am 
Or perhaps this:
Deploy MCV
Power
Barracks
Refinery
Dog House
Warfactory
Adv power
Refinery
Radar
Tech
Adv power
Nuke
Refinery
War factory
Naval yard/sub pen
Air field
Helipad
Adv. Power
All other stuff like gap gen, defences and repair bay.


Bast75  [developer] 16 Oct, 2020 @ 4:21am 
Or:
Deploy MCV
Power
Refinery
Refinery
Barracks
Adv Power
Warfactory
Radar dome
Adv Power
Tech center
Adv Power
Nuke
The rest by random selection

Linglin 16 Oct, 2020 @ 5:13am 
barracks
2 kennel
refinery
war factory
some basic base defense
barracks
refinery
war factory
refinery
naval yard
radar
2 airfield
refinery
2 helipad
service deport(current AI uses them as airfield and helipad to repair their aircraft)
naval yard
tech center
nuclear silo
refinery
more base defense
2 gap generator
the rest

roll back to previous per building upper the power plus,that one handles more better and is the only one AI building one power plant then build advanced power plant instead.the only bug needs to be fixed is building and selling loop.
and the current version of AI build too many Infantry in the beginning that made them too easy to being rushed
I suggests if AI have only 1 refinery(or total cash is not over 5000,),stop or slowdown(RA2 AI slows down the production speed if my memory serves right) AI's unit production if the silo amount less than 15%(seems like AI couldn't handle it when AI have 2 barracks in the beginning,because it's limited by refinery silo amount,also this could make a proper cash flow to (re)build more refineries)
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