Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

AI-Boost
Bast75  [developer] Oct 8, 2020 @ 4:19am
AI actions to Raise Money
If the AI has money problems, what could it sell to get some cash?

Currently i've set the following:

{STRUCT_CHRONOSPHERE, URGENCY_LOW},
{STRUCT_STORAGE,URGENCY_LOW},
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM},
{STRUCT_FORWARD_COM, URGENCY_MEDIUM},
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM},
{STRUCT_REPAIR, URGENCY_MEDIUM},
{STRUCT_TESLA, URGENCY_MEDIUM},
{STRUCT_HELIPAD, URGENCY_MEDIUM},
{STRUCT_POWER, URGENCY_HIGH},
{STRUCT_AIRSTRIP, URGENCY_HIGH},
{STRUCT_SHIP_YARD, URGENCY_MEDIUM},
{STRUCT_SUB_PEN, URGENCY_MEDIUM},
{STRUCT_WEAP, URGENCY_HIGH},
{STRUCT_BARRACKS, URGENCY_HIGH},
{STRUCT_TENT, URGENCY_HIGH},
{STRUCT_CONST, URGENCY_CRITICAL}

Any ideas and tips to improve this for the AI?
Last edited by Bast75; Oct 8, 2020 @ 4:22am
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Showing 1-5 of 5 comments
Linglin Oct 8, 2020 @ 7:16am 
change it to detects if AI owns both refineries and miners or not,if have,then do nothing.
if AI doesn't own both of them and low on funds it starts selling something not too important first,and forcing AI to rebuild a refinery(AI rebuilds miners at once if the max limit is not reached so it's fine)
don't sell any superweapons at the first(set them to high,and add iron curtion and nuclear silo in the list)
sell storage silos(only selling)
forward command post doesn't have a buildup animation so you couldn't sell it and it's a mission structure so remove them from the list
tech center first,then gap generator,then something worth much money if it being sold(with detection,it will be safe to set them to low now)
then selling radar dome and base defense(medium)
the last is production buildings(high)
don't sell any power plants until AI have too much power(remove them from the list)



Bast75  [developer] Oct 9, 2020 @ 12:05pm 
And this for getting cash?

{STRUCT_STORAGE,URGENCY_LOW},
{STRUCT_CHRONOSPHERE, URGENCY_LOW},
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM},
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM},
{STRUCT_GAP, URGENCY_MEDIUM},
{STRUCT_HELIPAD, URGENCY_MEDIUM},
{STRUCT_POWER, URGENCY_HIGH},
{STRUCT_TESLA, URGENCY_MEDIUM},
{STRUCT_AIRSTRIP, URGENCY_HIGH},
{STRUCT_SHIP_YARD, URGENCY_HIGH},
{STRUCT_SUB_PEN, URGENCY_HIGH},
{STRUCT_REPAIR, URGENCY_HIGH},
{STRUCT_WEAP, URGENCY_CRITICAL},
{STRUCT_BARRACKS, URGENCY_CRITICAL},
{STRUCT_TENT, URGENCY_CRITICAL},
{STRUCT_CONST, URGENCY_CRITICAL}
Linglin Oct 9, 2020 @ 9:07pm 
iron curtion is missing,both iron curtion and chronosphere are set to high because it's not selling them for more power
remove power plant
add all base defense in the same place as tesla coils
helipad and airfield should be high
Last edited by Linglin; Oct 9, 2020 @ 9:07pm
Bast75  [developer] Oct 10, 2020 @ 2:12pm 
new list for the AI to get some money

{STRUCT_STORAGE,URGENCY_LOW},
{STRUCT_GAP, URGENCY_MEDIUM},
{STRUCT_KENNEL, URGENCY_MEDIUM},
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM},
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM},
{STRUCT_RADAR, URGENCY_MEDIUM},
{STRUCT_PILLBOX, URGENCY_MEDIUM},
{STRUCT_CAMOPILLBOX, URGENCY_MEDIUM},
{STRUCT_TURRET, URGENCY_MEDIUM},
{STRUCT_FLAME_TURRET, URGENCY_MEDIUM},
{STRUCT_TESLA, URGENCY_MEDIUM},
{STRUCT_CHRONOSPHERE, URGENCY_HIGH},
{STRUCT_IRON_CURTAIN, URGENCY_HIGH},
{STRUCT_POWER, URGENCY_HIGH},
{STRUCT_AIRSTRIP, URGENCY_HIGH},
{STRUCT_HELIPAD, URGENCY_HIGH},
{STRUCT_SHIP_YARD, URGENCY_HIGH},
{STRUCT_SUB_PEN, URGENCY_HIGH},
{STRUCT_REPAIR, URGENCY_CRITICAL},
{STRUCT_ADVANCED_POWER, URGENCY_CRITICAL},
{STRUCT_WEAP, URGENCY_CRITICAL},
{STRUCT_BARRACKS, URGENCY_CRITICAL},
{STRUCT_TENT, URGENCY_CRITICAL},
{STRUCT_CONST, URGENCY_CRITICAL}
Linglin Oct 10, 2020 @ 6:07pm 
move kennel to high because it's a type of production building
remove power plant,those could be handled by selling power if AI have too much power,thus we don't know if AI will selling all of them once AI running out of money or not
Last edited by Linglin; Oct 10, 2020 @ 6:12pm
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