Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

AI-Boost
Bast75  [developer] Oct 8, 2020 @ 4:09am
AI Upgrades by MCV
Mayby this is a nice feature?:

For each Construction Yard
+1 Warfactory?
+1 Barrack?
+1 Dog House
+1 ShipYard/SubPen?
+3 Helipads?
+3 Airfields?
+1 Gap Generator?
+3 Refineries?
+5 Ground defence (tesla, gun, pilbox, hpillbox, flame)?
+5 Air defence?
+1 Missile Silo (Nuke)?
and +75 on max buildings to make sure he can build the power he needs?

Only 1 Construction Yard is no build limit in max buildings?
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Showing 1-5 of 5 comments
Linglin Oct 8, 2020 @ 6:39am 
if AI only have 1 conyard then no limits because it takes a long time for AI to build everything it needs
2 conyards then AI have building slowdown a little bit once reach max building settings
once AI owns over 3 or more conyards then AI will have the same building slowndown just as you did in last update

I perfers AI builds 2 production buildings(barracks,war factroies,etc.but not airpads) as basics(because the max multi factory build speed buff is 2 in aftermath,I forgot how many if without expansion).double the amount of them when AI have multiple conyards(which is 4)
AI builds 2 nuclear silos as basic to make sure AI still could use nuclear missile.

About Gap Generator I suggests a basic amount you could set in INI then depends on how many production buildings or conyards it owns to build additional of them.

About AA,it will detects if AI's enemy owns any airpad then it will build basic amount of AA,but there will also be a Multiplyer if AI's enemy have too many airpads (depends how many airpads enemy will have).so if you don't build any airpads then AI will not build any anti-air base defense.

Linglin Oct 8, 2020 @ 6:56am 
as ground defense AI will always build ground base defense,but silghtly more if goes naval(in some cases tesla coils sometimes do a better job in naval war because it's firing range)because if you use some transport to land on AI's territory but AI don't have any defense that doesn't make any sense.
doubles(add the same amount of them,not multiply,or it's easy going into build defense endlessly) the basic amount limit if AI have more conyards,also it will detects if player have more tanks then it will build more defenses
I don't have any ideas about helipads,airfields(but I set basic amount to 10) and refineries,maybe a basic amount of refineries AI needs to build is needed.because AI really have enough of them in mid-late game
the only thing is AI's silo is too easily to be filled with ore causing waste of money if AI don't do anything about it,I suggests boosts AI's unit production to max to prevent this(no idle production buildings)
Linglin Oct 8, 2020 @ 7:50am 
oh,I forgot to mention,made it easy to configure them in new rules then everybody could set all of them freely,
max limit for 2 conyards but not for base defense(you could set how many of the base defense limit it could boost to) and refineries
Maybe I explained them too complicated so here's the example:
AIWarFactoryMinimalBasic=2
AIWarFactoryMaximumBasic=4
if set them like this,AI will build 2 war factories,4 for multiple conyards,but AI still could builds more if you builds 5 war factories then AI will builds 5 of them,same as other rules set.

AIGunTeslaMinimalBasic=5
AIGunTeslaMCVBoost=15
AI will build 5 tesla coils for basic amount of them,but AI have one conyard,so AI will build more 15 tesla coils,if AI have 2 conyards,then AI will build 30 tesla coils,etc.same as other base defenses.AI will build additional base defense depends how many units the enemy have
example if player have 100 tanks in total then AI will builds total of 50 base defenses(it's a customizeable multiplyer in INI)

I also suggests doubles the build amount of turrets for Ailled in AIGunTeslaMinimalBasic because turrets are more cheaper than tesla coils and costs less power.


Linglin Oct 9, 2020 @ 11:53am 
some addition about suggests double the build amount of turrets
because of turrets are more cheaper than tesla coils and cost less power.but it's armor,weapon and range are not toe to toe to the tesla coils,a defense line with 5 tesla coils could handle but turrets may not,so I suggests double the build amount to balance the defense power for the ailled AI.
Bast75  [developer] Oct 9, 2020 @ 12:06pm 
good idea, Allied will have double gun vs soviet tesla
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