12.03.2005, 00:45:00
AI is something that is best developed over time as your mod develops. At least that's what I think. Probably the best approach you can take is to make some rules changes so as to lay the groundwork for better AI to operate, followed by some simple editing of existing taskforces to make the default game's attacks bigger, followed by some small additions of your own added here and there.
Personally I think using the AI generals gives mixed results. Even in TS it was incomplete, because it assumed an GDI vs Nod setup, with no GDI/GDI or Nod/Nod matchups supported. In RA2 this sort of still worked like it did in TS, where Allies vs Soviets take the place of GDI/Nod. But in YR you have a 3rd side. Also there's new stuff for how the AI builds base defenses, which I strongly believe the AI generals largely short-circuits.
Personally I think using the AI generals gives mixed results. Even in TS it was incomplete, because it assumed an GDI vs Nod setup, with no GDI/GDI or Nod/Nod matchups supported. In RA2 this sort of still worked like it did in TS, where Allies vs Soviets take the place of GDI/Nod. But in YR you have a 3rd side. Also there's new stuff for how the AI builds base defenses, which I strongly believe the AI generals largely short-circuits.
C-GEN: The site with the 'log the f*ck in' forum. And now we make you validate your f*cking e-mail address too.
CannisRules: It's a YR mod.
CannisRules: It's a YR mod.