Red Alert 2 player and meme lover.

Comment History  (0 - 30 of 70)
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.5

I made a really long comment that didn't get anywhere, so TLDR
I shared the same sentiment, and keep those meaningful feedbacks coming!
This is the power of something made out of love. Lmao 🀣

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.5 and Plus Version 1 Release!

Cool. I don't want to make it so hard that it becomes stressful to play the game. Funnily enough, we might be starting to go in the opposite direction because of all sorts of OP weapons I manage to create as of now. Even in this version, we have Yuri's monkey throwing grenades.

Hope that you read the change log. It has some useful and funny information.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.5 and Plus Version 1 Release!

Do you feel like you can comfortably beat my AI now? Or is it still intense to fight against it? I want some outsider perspective.

Good karma+2 votes
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Beta Britain VS Cuba Full Game

The only downside is Naval AI won't activate unless you build a naval yard yourself. Other than that, I can say that it at least won't be so easy to gain naval dominance.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.5 and Plus Version 1 Release!

Yup. Something that really challenges the skills you have accumulated so far. Made with love.πŸ˜‰

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.5 and Plus Version 1 Release!

Haha, especially when you play against the Allied. They got an aircraft that dealt a ton of damage and a mobile cannon with a ridiculous range. It is because of that I prefer the vanilla RA3.

Good karma+2 votes
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

I don't think you gonna notice this since it is a guest account, but I will respond anyway, just in case. Naval AI has been quite a difficult spot for every modder. You can't set it to just attack any structure because it doesn't understand that for some reason, so the only option was to make it target specific structures. For this mod, I make them target mind control tower ->airdef->power->MCV->WF->barrack->loopback to start. But boomers are the only ship Yuri has, so they must be able to defend themselves. So I think you either attack it and break the script, or it detects a nearby enemy unit and goes into defensive mode. If you watch my naval test video near the end, you will see that they are working as normal. Destroyers are not meant to attack land bases, so that is by choice. Contrary to your beliefs, Harriers are absolutely being considered first every moment possible for AI. The AI just chooses not to.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Okay, how about I boost the damage for just the flak cannon? How much would you recommend? Or, I can take away the inaccurate=yes. This makes it deal more damage than other air defenses, but that applies to all flak weapons.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

You're not going to believe what I managed to accomplish. Check this new aircraft out! It will help the slow and sluggish Soviets a lot!

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Sure. Also, I have decided to have two download buttons. One will be close to the vanilla experience (i.e., version 1.3). The other will be called Dragon AI Plus, where I freely change up how everything works. I'll start working on the next version after the next week. Kinda busy right now.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

You're the only one who gives me feedback, so you're always welcome. It's sad that the best games nowadays are the old ones. I'm sitting here in 2023 playing PS2 and 2000s PC games. πŸ˜›

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

I don't think it that overpowers. I mean, look at my buff Tank Destroyer. You could make the same argument that it overshadows Mirage Tank over something. The Russian getting Tesla Tank seems fair from that point of view.

I mean, still pretty vanilla. More like vanilla plus. Only when I add a unit that it will screw the food chain up.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

I'm for upping its cost or moving it to Tier 3. But also possible to leave it alone as it is only available to the Russians.

Here are some new ideas I have come up with so far:
Allied: Make them build stolen tech units depending on who they are facing on hard difficulty only. If they fight the Allied, they build Commando. If they fight the Soviets, they build Chrono Ivan, etc.
Soviets
Crazy Ivan: Can swim.
MIG Fighter: A version of Mig without their bombs. Soviet lacked single target air defense, so this is my solution. For now, I don't plan on having these guys do any damage to the ground force.
Yuri:
Boomer moves to Tier 3 to add...
A boat with a Gatling gun. Fast and cheap. Planning to use small boat model for this.

Undecided fraction
Sitonai Transport: A plane that can transport infantry and tank. If given to the Soviets, the passenger slots will be 20, and it will be extremely slow but also durable. If given to Yuri, passenger slots will be 9, and it will be as durable as Nighthawk.
Mosquito assault aircraft: These guys are basically flying terrorists. Planning to use the APACHE model for this.
Giving Howitzer to someone.

Adding any of these guys would mean we would be officially stepping away from the vanilla game, though, and I am a bit hesitant to do so.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Yeah, initiates sort of semi-bugging out, but at least not completely like the original siege chopper.

Anyway, I think I can actually stop updating for now. I have done everything I could; it seems like. The only thing left that I didn't add are the stolen tech attacks. Other than that, this is about it; at least if we were to keep it close to the original.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

The GI is barely out of range. Pistol range is 6, but non elite machine gun range is 5. So basically β€œI gotta deal some damage. Wait, I can only reach with my pistol, but I want to deal more damage, but I…”

It was rumored that the AI will change base on how its last match goes, so they will act better in re-match. This effect seems to go away after you switch map. This is only a speculation from the old days, however.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Wait, what was the infantry inside? The weapon range is based on the unit's weapon for the bunker. Only civilian buildings have a set range for all weapons.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Nope, GI has always been able to outrange most defense; only the towers can get them. GI and Bunker should have the same range, though.

Well, if the Mirages kill all of the targets outside of the base, then the only thing left for them to do is attack the base. πŸ€·β€β™‚οΈ

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Well, if there were only one or two war miners, then you wouldn't be saying that. :)

For full-on naval battles, the best ones are those that are flat and don't have random small islands scattered around. My favorite ones are Oceanside, with all the bridges destroyed by Ivan or Seal, Risa, or Alaska Oil Spill, starting in position 2.

The funny thing is you can exploit the fact the AI only reacts to what you build and win without building anything. Something like this: Youtu.be
Although I modified the AI, I don't know if it still acts the same.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Actually, how much infantry are you building in your game? The counter to the infantry is... well, conscript and flak troopers, so that may be why they focus so much on that.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Sorry, can't make them build Rhino early, no matter what. The only option is to remove some Soviet teams, which we definitely do not want to do. Removing the weaker prism team will make the Allied weak at that specific window. In the end, our main goal is PVE or CoopVE, not AI vs AI.

Honestly, maybe the AI is just the sort of player that hate tank spam? Which I would consider to be pretty based. This may fix: play on a map with access to naval. The Soviets excel at naval combat. My recommendation is tournament map B.

It's cool that you see the V3 value.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Since I let it be super intelligent, it always picks what it thinks are better teams, and I guess it somehow considers the Rhino team and even the Apoc team as weak? I'll try to increase their threat value to see if it changes. This change should be fine since they are Soviets.
I see if letting the prism start later affects the Allied defense. They are pretty weak at defending themselves early game.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Oh no no no. I was saying that your opinion is interesting. I also say that Yuri is weak, contrary to common opinion. This all comes down to perspective, really. And I really want to look at it from every angle to make sure that it isn't just the better experience for pros but also for the niche audience.

Good karma+2 votes
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Oh no! Floating Discs are really OP, so I only have a large task force of it on hard. I'm surprised you aren't comparing it to the siege chopper attack. That is way more annoying to deal with than the Kirovs. πŸ˜‚

Iraq at the bottom, eh? It's usually considered to be one of the top countries in the pro world, though. Although the AI can't deploy it just like with siege chopper, they still kill infantry and light vehicles incredibly fast. Terrorist is about as good as I can make them while staying fair.

Good karma+2 votes
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

Now there is only the issue of many maps having little space for them to build a base fully. I mean, Extra Hard has to deal with this too, and Mental Omega solves it by just making new maps altogether. But as far as balance goes, I'll say this is it, at least for the Allied and Soviets. How can we buff Yuri without making them too overpower? Give everyone a tier 3 defense that covers their weaknesses? Then what are their weaknesses?πŸ€”

Good karma+2 votes
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.3

I don’t see anything here. 🀣

Good karma+2 votes
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.2

No power=no radar+no defense. That can come into play sometime.

I will tried decreasing prism tank attack range by 1.

I will now let hard detect mirage 99% and normal 95% of the time from 95 and 80 respectively from version 1. Look like even 80 is not enough.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.2

Hmm, perhaps not. Just adding one thing and everything flip upside down. I just given SEAL the ability to see submerged unit yesterday with a far range and it completely destroyed Soviet naval power. The only concerning thing about the Allied is Prism tanks. Otherwise, it is pretty balanced as a game. Also, I’ll add some brutes and Yuri will be great, I think.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.2

Do you think I should let the Allied AI build Chrono Commando? I don't personally think he is too hard to deal with, but I want to ask for your opinion.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.2

1. Yes, I could put the anti-air units into the task forces, but the bigger concern is the targeting. If you have observed Yuri's Manget Mastermind Gatling groups, you will see that they act as one body (i.e., all units focus on a few specific targets). The problem is this doesn't translate well into other combinations. We would have Flak attack air units while the Rhino followed along without doing anything because they also tried to target the air units. This may be solved by the use of support team, but I don't really understand how they work yet. At least there is hope for this issue.
2. AI doesn't understand that it can build away from its base. A workaround is to have them send out new conyards, but then they clone every building, and this is very annoying. I could set up a guard oil team instead, but feeling like a waste.
3. Harriers leaving with one shot left is on purpose. It's a warning shot for you to get some anti-air. On the other hand, Korean Black Eagles just don't care.

Good karma+1 vote
o0Dragon_King0o
o0Dragon_King0o - - 70 comments @ Dragon AI Mod Version 1.2

My advice would be to scatter single anti-air unit and base defense around. I understand the difficulty, so I programmed the Kirovs to be able to be distracted by the smaller stuff. It won't happen 100%, but it will take some weight off.

Good karma+1 vote