GuardModeStray= Again, if you want to use bigger TaskForces, increase this. ![]() RelaxedStray= Increasing this prevens big TaskForces to get stuck at regroup and gather command. Stray= If you want to use bigger TaskForces, increase this. Team related Flags CloseEnough= If your big taskforces get stuck, increase this. Although that's far from reality (doesn't take into account shared scripts), it shows how very underdeveloped the default AI in Yuri's Revenge is.Īlso the AI 'cheats' with several conditions - AI controlled players are capable of building every unit regardless of Owner, Prerequisite, are able to "see" through Shroud/unexplored terrain and are capable of recognizing cloaked units. If you just calculate straight through it, that works out to 13,600 characters of AI code for each playable house in YR, against 137,500 characters for each playable side in TS. However, the implementation of pool teams, the usage of (at least in RA2) and a significant amount of modfication to taskforces and teamtypes can deliver an impressive AI - as seen in Deezire's RA2 modification.īy the way: YR's Ai(md).ini is 136 KB big - Tiberian Sun's weights a whopping 275 KB. While theoretically an Artificial Intelligence, in reality, its behavior mostly doesn't appear very smart, mainly due to being limited to predetermined "scripts" and "events", and its default settings making it build teams and attack slowly, and construct bases that can't handle large armies. ![]() The RA2/YR AI Engine is based upon the AI engine used in TS. ![]() 1 General Information about RA2/YR's AI.
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