Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

230 ratings
AI-Boost
6
6
5
9
2
8
3
2
   
Award
Favorite
Favorited
Unfavorite
GameType: RA, RedAlertMod
File Size
Posted
Updated
37.924 MB
Sep 6, 2020 @ 2:07pm
Nov 3, 2022 @ 11:15am
46 Change Notes ( view )

Subscribe to download
AI-Boost

Description
# AI-Boost 3.2b for Red Alert
Last update at: 3 nov 2022

Please follow the steps below to update and reactivate the mod:
- Disable the mod in the mods Menu
- Unsubscribe from the mod in the in-game Workshop mods menu
- Quit and restart the game
- Re-subscribe to the mod via the Workshop mods menu
- Activate the mod and restart the game as prompted
- The updated mod should then work as intended

---

Latest changes:
3.2b:
Fix:
- Added missing content for veterancy

3.2:
New:
- AI no longer builds with all factories at the same time. It's using primary factory now and can switch between them. (Like Humans)
(This also gives a huge performance boost for the engine that fixes the cannot build issue for human in late games!!!)
- New strategy mode, default dynamic where AI don't wait human to build naval

Fixed/Changed/Improved:
- Fixed hack for more aggressive AI(human had it too). Now it's just the AI
- There was a bug in the dynamic strategy mode, sometimes it selected an strategy thats not possible on the map. Should be fixed now.
- Sometimes AI don't build barracks or base defenses, should be fixed now
- Fixed dynamic calculations. Sometimes, AI didn't see the right amount of bases

---

Included mod's:
- CFE Patch Redux 1.8 mod(Veterancy mod(default disabled), vanilla/multiplayer/performance fix)
- The Rampastring Quality of Live mod
- Engineer instant capture
- Additional Zoom Levels+++
- RA Immersive Heli's mod (And all Air units have a sight) (Use 'L' to land)
- Attack-Move mod (Use Shift)
- Aftermath fast build mod (Use .ini to enable/disable, default disabled)
- ChronoKillCargo set to False. Chronoshifting APCs or transports will not kill any passengers or cargo
- Added the option to remove shroud from the map

Own mod's:
- Added some performance features, the game runs smoother now
- Tech stealing by capturing a building with an Engineer (Allies vs Soviets)
- Sight range of the MCV is increased, this was needed to get the AI to find a deploy spot
- Now it's possible to add more starting cash and units! Editable by the .ini file
- You can now remove toggle with space between old/new graphic in gameconstant.xml
- Added extra zoom levels to the mod: "Additional Zoom Levels"
- Harvester memory option and made editable by .ini file

AI changes:
- AI handles his cash flow and building priorities/limits a lot smarter
- AI customizable limits for number of AI buildings, tanks, etc. using the .ini file
- AI customizable aggressivness using the .ini file
- AI scatters all units on new attack launch to unlock stuck/blocked units
- AI understands importance of buildings & units a lot better and uses it during attack
- AI attacks interval uses different ways (Hunt, Closest enemy, etc.)
- AI Harvester prio switcher. There is a 5% change of AI goes wild on harvester hunting. The rest of the time it gives harvesters lower prio
- AI Air units no longer just attack Refineries, it selects random between base-defense, factories, power, buildings, naval units or all threats
- AI knows how to use Thief's, Spies, MAD Tanks, Demo truck and chrono shifting with a Chrono Tank
- AI knows how to use Naval stuff
- AI Naval war detection. The AI scans for human Naval objects, if he detects Naval stuff, it will upscale his Naval and Air limits
- AI lowers tank production if human goes naval and doesn't produce a lot of tanks (Still builds Chronotanks because they can Chronoshift)
- AI Engineers automatically choose new target after capturing or loosing focus on previous selected target
- AI Engineers no longer walk in groups. They choose their own targets
- AI Medics and Mechanics now only repair friendly units, not enemy units
- AI doesn't wait for the player to let his base grow and/or tech up to the highest level (Radar, Air units, etc.)
- AI build MCV's and deploys them, AI limitations for buildings, etc
- AI have a limit of construction yard/war factory/vessel carrier according to fast build on/off. It's more realist against a human even with a massive base
- AI monitors what you are doing and uses this on how to react while upgrading / expanding his base. If you have more of building x, he builds more of x too. It's totally dynamic. :-)
- AIBoostLevel is dynamic by the number of enemies/friendlies he personally sees, to re-balance unfair groups (Can be enabled/disabled/tweaked using the .ini file.)
- You can now set the boost for your allies and your enemies independently (when dynamic AI boost is disabled)
- Added an option to allow the AI to make extra base using MCV's (Will use chronoshift for map with islands)
- AI generates a team to proctect MCVs while going to extra base location
- AI know how to use Chronosphere (Will teleport MCV and Cruiser (Also Missile Sub if tech stolen))
- AI Know how to use Iron CUrtain (Will protect MCV/Mad-Tank and Yard/Chronosphere/Iron Curtain/Weap/Ref/Adv Power if attacked and in yellow condition)
- Production hack is now customizable
- Building limit for AI is increased by x2 when last construction yard is built or captured
- Free-For-All detection, it automatically disables Dynamic AI in these cases because there are no teams so nothing to re-balance
- Harvester prio switcher. There is a 5% change of AI goes wild on harvester hunting. The rest of the time it gives harvesters lower prio

---

Note:
- The more Tiberium is available on the map, the harder it is to beat the AI. You might need a faster PC because of the number of units etc. :-)
- AI Boost level and almost all other settings are editable using the .ini file. It's located in: C:\Program Files (x86)\Steam\steamapps\workshop\content\1213210\2221741447\AIBoost\CCDATA\AIBOOST.INI

---

To do / wishes:
- AI Minelayer control in Skirmish
- In skirmish and not in FFA-games, the AI should be enabled to ally or declare war to change his friends and enemies
- The AI should know how to send a MCV (Or other unit) into a transport and send it over water to a better location
- Like in RA2 Yuri's Revenge: Units should be able to scan the area and attack a specified object while avoiding all other dangers. (Attack object from other side by driving around units and defenses)

Known issues:
- Tech stealing:
The human player must re-deploy the Construction Yard to MCV and back to unlock all stolen tech. Also, for the War Factory. (Or you must build an extra one)
It also changes the voices for some countries. Currently, we don't know how to correct this

Source code: (If you know how to program C++, we always can use some help with our To-do's and wishes)
https://github.com/Bast75/CnC_Remastered_Collection-AI-Boost2


Greetings, have fun and don't forget to rate this mod
Bast75
xXMini FrankiXx
Popular Discussions View All (18)
8
Jul 23, 2024 @ 12:47pm
ISSUE: Unit and Building Cap?
Trizzle
7
Oct 26, 2023 @ 8:00am
Video request with the AI-Boost MOD
DataMemoryStick
5
Nov 21, 2020 @ 4:04pm
Steal technology. (unlock units other side)
Bast75
1,005 Comments
conchalapelota Apr 4 @ 3:57pm 
crash
Mavrik347 Mar 18 @ 6:40am 
This AI needs to chill TF out. It's good, a huge step up, but the absolute Skynet level of unit spamming and multitasking is ridiculous.
apollux999 Feb 26 @ 12:17pm 
crashing crashing crashing
DaMann Jan 29 @ 11:11am 
Are there any older builds of this around? This one crashes loading the game. Tried a number of times. Would really love to play this AI Mod but just cant get it to work. Was thinking I might have more luck with an earlier build.
Bast75  [author] Nov 13, 2024 @ 11:47pm 
A quick update from me:
I'm no longer working on updates or playing this game/mod.
However, for those interested in coding, you can find the source code in the Description tab.

What am I working on now?
I’m developing a tabletop version of this game!
You can check out more information at www.bast-games.com .
I plan to launch a new Kickstarter campaign in March 2025.

Best regards,
Bast75
Bast75  [author] Nov 13, 2024 @ 11:47pm 
Hi everyone,

Based on some feedback, it appears the mod may be causing crashes for some users. I've tested it on five different systems and haven’t encountered any issues.

Please ensure no other mods are enabled. If it still crashes, try these steps:
1. Completely delete my mod.
2. In Steam, repair all game files to ensure there are no missing or altered files.
3. Re-subscribe to my mod.
4. If you edit the .ini file, avoid using the ENTER key—only adjust the values.

Note:
The mod is optimized for skirmish mode.
Campaigns should work, but loading and saving haven’t been tested.

After following these steps, the mod should run smoothly.
Luzifer212 Sep 8, 2024 @ 12:35am 
Schade, würde die Mod gerne mal testen, aber kriege einfach keine Runde gestartet (Start und Crash).
Tipp von NightFalcon101 funktioniert leider auch nicht :/.
asepius54 Aug 31, 2024 @ 10:21am 
Hi Bast, not sure if you're still monitoring the forum but if you are is there anyway to make the AI sustain it's tank building? What often happens is the AI is super powerful in the beginning but as time goes on it slows down it's tank production and kind of roles over.
jabbajabba27 Aug 23, 2024 @ 11:51am 
At the start of a skirmish my ore is set to 32. Struggling to find a way of fixing this issue.
SS-RuDy|n0-Sk!ll Aug 8, 2024 @ 7:00pm 
Im setting tech level for 10 and its not changing
maximum tech level during game is about 6... i cant build even tesla tower