Love to play pc-games. I most play Red Alert 3 and Supreme Commander FA and 2. Now working on a FA mod to enhance the campaign AIs, for already a year. Wanna play it? Search for SCFA Enhanced Campaign AI

Comment History  (0 - 30 of 217)
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V5.0

Well that is odd, since I can play every mission the way it should :s

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V5.0

Oh, I'm sorry about that! You could move the camera, just had to hold the spacebar and move your mouse a bit, release the spacebar and the camera would snap back to normal ;)

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gregory1001
gregory1001 - - 217 comments @ Operation Overlord - Guess what happened?

I've only given your support commanders to the AI. There was no cybran to hand over ;)

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gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V5.0

Thanks :D Everything's going good so far ;)

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gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V5.0

The reason for that is to encourage you to capture the control center yourself. You could of course also count on Rhiza to capture it for you, but I wouldn't do that xD The Seraphim tend to shoot down a lot of her transports ;)

Good karma+3 votes
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V5.0

I do not have a clue about your issue... Everything is working fine for me and most others. And I'm not sure about conflicting mods, since this isn't a mod in the literal way. I'm sorry, but I can't help) you with this.

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V5.0

I thought so :p Do let me know what you think of my new release!

There is a little thing called the Campaign Mod Enabler. Don't ask me how it works, I just know it works :p It's a file just like mine, and somehow it makes sure mods work in the campaign as well. Google it, you'll find it in no time!

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V5.0

That certainly is not meant to happen :s
I'm not experiencing this problem, which makes it weirder... I've tested everything and tried to make sure nothing was wrong. Have you used all the files I supplied in the download?

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V5.0

Mostly some tweaks here and there :) You'll definitely notice some stuff in mission 2 & 6 :D

Good karma+4 votes
gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

I'd love to, and I'm trying, but it's so much harder :( in this game, you have allies from the get-go and so they fit into the missions. In SC, the only other missions where it is possible to create allies are the 5th Aeon, 6th Cybran and 6th UEF missions (because of the subcommanders).

Good karma+3 votes
gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

I just did, just a lot later than you'd like probably :p

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V4.0.1

Well well, I've heard this so many times already, but I don't have a clue why that is happening... I'm also using the steam version for my edits and I have never encountered that bug myself. So if it is not bugged for me, I can't fix it, I'm sorry :( I really don't know what could be causing that for you...

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V4.0.1

Technically, I don't make a mod, I directly edit the game like if it was shipped that way. The problem could lay in the fact that I have edited the .scd files? I have no clue.. but those .scd adaptations are needed to increase the flow of AI decisions :(

Allies:
1. Already done for Amalia. Her base is indeed small, since I never finished it xD It was a work in progress in 4.0, but when I had to upload 4.0.1 I didn't think about her at all... It wasn't meant to be uploaded at this time, since her base is basically a copy of the Hex5 expansion, with some more factories. Also, I don't really want to give her a big base, since you then have 3 major allies with you.
Also, you must not forget that a map can support 8 player at max. To make room for Amalia, I had to delete the order from mission 5. However, I think mission 5 was the only map that already reached the player cap :)
2. Basically, you want their bases to grow over time? Some AI's are meant to be weak in defenses, like Thalia in mission 2. If she has a base which is unbreakable, what is the point of the "defend HQ" objective then? In some way, the AI can already defend itself a lot better in comparison to the originals, but in some way I'd also like the player to assist them when needed if they want their support.
3. I've been working on that for a long time already, changing the script behind the bases which is hidden deep in the file structure. Base structures, like factories, should now always upgrade whenever possible!
4. An AI which doesn't send any units isn't an AI imo... So yes, I agree with that! However, for the experimentals.. Again, I don't want all allies to be almighty, so I'd only give them experimentals when I see fit, like Celene in the 2nd mission.
5. Again, continuously grow their bases? Same arguments as in allies.2. I'd say small and weak AIs should remain weak unless they have story significance, like James in M4 or the 2 loyalists assaulting the prison in M2. Thalia isn't meant to be an Aeon commander like Rhiza, and so on. I believe that the rest should be okay no? Dimitri expands his base in M5 later on in the mission for example. If you have suggestions, please be more specific :p lol

Enemies:
2. Agreed, I'll make work of it whenever I can :)
3. I could make some forward bases, but if you want them to move out to the conquered areas, it'll be a copy of their old base. Is that what you want?
4. Same with experimentals as before. Experimentals will only be fitted where needed. I could always add some T3 artillery pieces, that's a good point.
5. So you want it to be nearly impossible for the player to break their bases?

I've got some personal doubt with some of those ideas... If I'm going to do all that, it'll take a long long time, be sure about that :( I can try some things, but not everything :s

Good karma+2 votes
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V4.0.1

Well, the script to go capture the control center only accepts engineers and transports, no other units :( I could make a new one to tell other units to guard existing transports, but that means they'll follow the transport. In turn, that means that they won't draw fire for it, since the transport is likely to be the first unit in range of your AA-defenses :(

That is possible, if I can find a way to check if the placed ping is inside a location. Never needed it before, so never thought about it xD

Bad news is, I've got my examinations coming again, the final examinations of my first year of college ^^ which means I'll pretty much be inactive for the time being :(

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V4.0.1

Well that is weird... I don't get any errors either.. FAF could be the issue indeed, but I don't have a clue about it to be honest.

And I might know what to do for Hex5 to make him a bit stronger ;)

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V4.0.1

Last mission: he does already ;) the only problem is that the transport carrying the engineers flies over your base, and it's pretty hard not to let him do this.. Well, I can, but that meanse he'll drop the engineers far away from the control center.

Mission 2: I've also been thinking about that, But there is 1 problem with that.. If the player takes up that space, she can't do it. And I always tend to create my own naval base at that very location. But I'll reconsider it :)

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

It is possible... In some way, after a lot of thinking and playing with the files, I could give the player control of the Seraphim Base in the first mission, ally you with Vendetta and make you try to destroy Fort Clarke (thus starting the mission at the last phase) ;) But that would mean rewriting nearly every script, which will take a long long time... But it is not impossible!
--> You won't even need the seraphim ACU mod, I can take care of that ;)

Another possibility: let's say you are playing the third mission, and the mission follows its normal sequence. I just make Rhiza and a fake player so strong, it's nearly impossible to defend the naval base. the mission goes on like that until you finally destroy the Palace :)

Again, it's nice to think about it, but I can't image me doing that in a few weeks, I'd need months perhaps :( just because I would have to combine that with college :(

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

You can download V4.0.1. now as a fix to the M1-bug.

And well, what do you have in mind for a Seraphim commander then? A whole new mission on the same map perhaps?

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

I can definitely increase HEX5's attack rate against Fletcher, without a problem! ^^ As for mission 2, I've heard a lot about that earlier, and I know Celene is indeed quite a powerful ally, I'm still looking for a way to have QAI get effective expansions which will also be able to get some fighting forces going... But since I promised a quick update, I postponed it a little bit ;)

And I didn't specifically check it, but I think nor Fletcher's nor Rhiza's base spawns during the first phase in the final operation. The "battle zone" I originally created required the bases for the units to be constructed, however I have now chosen to spawn the units directly to the map and make them respawn when the group is destroyed. This adds all armies to the fight immediatly without having a significant effect on your battle with the Seraphim :)

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

Well, with all effort I could give, I can't defend him against everything :( I mean, I could gather some more defenses, but the player will always be able to overpower him.. Like you say, you had 5 Fatboys, and it's just a matter of where the ACU moves (it chooses a random factory to assist, so could be on the front lines) and where you have positioned your units.

As for the artillery, I made a last-minute edit in my files before uploading, so that Celene would only build them on easy difficulty. I now see that I didn't move the updated file to the .zip before uploading -.- my bad.... That wasn't supposed to happen :(

And about the megaliths, I'm not going to get some in this mission I think.. I mean, it's a Brackman invention saved for the very last mission, so it would be a bit early to introduce Brackman's personal transport unit in the hands of QAI no?

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V4.0

I can also post the original files here if you need them ;)
And good luck to you indeed! I think you'll enjoy it :) I did quite some testing in mission 2 to make sure everything was working fine... I know I have posted a bugged mission 2 a lot in the past :( and meanwhile, I tried to do some stuff with it :p

Good karma+2 votes
gregory1001
gregory1001 - - 217 comments @ SCFA Enhanced Campaign AI - V4.0

Thanks, good to hear that!

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ 11 months later...

You can preset alliances in the _save.lua file, or edit them in the script later on in the mission if you want :) This is done via

SetAlliance([army1], [army2], 'Settings')
for example: SetAlliance(Player, Fletcher, 'Enemy')
Keep in mind that the armies are always integer values, Player and Fletcher (and others) refer to those values. Other alliance settings are 'Ally' and 'Neutral'

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

I just want to create one big battle there, which is why they rebuild their bases. Celene doesn't really expand into QAI territory, but they'll have a lot of bases to fight against each other.
The idea of the mission is that (according to me), since Celene has turned against QAI now, QAI will focus on her more. Hence Monkeylord, Brick and other attacks. Since the Loyalists only provide light assistance (only a few T3 squads, all the rest is easily destroyed), I don't think there needs to be any buffing for QAI. The only thing is, since the fight get's so big there... When you add you own forces to the fight, you are indeed a bit overpowered, but I don't really see it as an issue at this moment. It is still a 3V1 ;)

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gregory1001
gregory1001 - - 217 comments @ 11 months later...

Good to hear that! :D

Good karma+1 vote
gregory1001
gregory1001 - - 217 comments @ 11 months later...

No. As usual, only the AI in campaign missions will be changed :)

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gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

I came checking here again, after such a long long time it would seem xD
I don't think so :( I'm going to college now so I got my hands full with other stuff, and I believe everything I've done so far is unfinished work :(

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gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

This is already taken care of in my latest changes, it's just not released yet :) I'm going to college now so I don't really find the time anymore to think of this :s

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gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

Indeed, this is a method or just take backups of the originals before pasting my versions ;)
but it is as you say, renaming every file is taking a bit long :s

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gregory1001
gregory1001 - - 217 comments @ Forged Alliance Enhanced Campaign AI

I will make a new version, it just takes time ;)
Well, in M1, you're mostly on an island so it would be better for the enemy to drop tanks and assault bots.
in M3, again, you're on an island so TML is useless for the enemy most of the time.
in M4, you are being attacked by MML in the first phase quite a lot :)
in M5, you are correct, I believe there are barely MML attacks involved...
in M6, there are some MML squads but you can deal with them pretty easily. I will work on TML however, see where I can get them involved :)

About nukes, the only mission where you get nuked is the last mission, but there you get a clear indication that is about to happen (as you've been given an SMD). I'll try to get ICBM facilities involved as well, but without really risking your own death because you don't have a clue that's coming.

Yes, I know about that mod, I've been in contact with him already. It's possible that I'll integrate his timers into my enhancements but I'm still thinking about that ;)

Good karma+1 vote