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I saw a neutral Titan in a vanilla game since the 1.9 patch. It hopped around a few planets and was quite the challenge early game.
Only a few of the factions have working AI. It's been a long time, but I think Tank, Demo, AirF, and Robot have working AI.
AI was my last project to include on the mod, but I ran into a lot of problems with the editor and ultimately left it unfinished when real life got in the way.
I tried to see it through to the end, but I got overwhelmed with too many real life challenges.
I've thought a lot about trying to pick it back up, but I don't have any more time now than I did when I stopped, and my interest has waned.
It's good to see people still enjoy it though.
I'm about 18 months slow on the reply here, but the Fafnir and spider mechs made their first appearance in Remix and were later shared over to Contra. The Stormtrooper was a joint project between Creator(the Contra Dev) and Myself so he premiered in both mods around the same time.
There is a fix for this on the forums. It was just a bad install.
awesome. On the Revora forums Apocolypse is also working on AI. You should get in contact with him.
In the 2 months since I asked for crash details I've had exactly ONE report fed back to me....
I can't fix these without player input. I need enough of them to find the trends so I can narrow down where to look for the problem.
sweet. Can you send me that? I'll test it out and include it with the next version.
Sorry guys. The marriage troubles over the last few months, have left me in a tough spot for modding. Now we're in "Crunch time" at work and my hours have almost doubled, so I'm not even getting free time. It's not "dead" at all, but it may be a while until I can work on it.
The "Limit Superweapons" button is now "Tournament Mode". Tournament mode restricts production buildings, research centers, and superweapons to one each.
If the name didn't update then your Generals.csf is incorrectly loaded.
Help is always welcome. I've responded to your post on Revora.
Not the end at all. My wife and I are having some trouble. If we can work things out then all is well, if we don't then I'll have LOTS of free time for modding.
I'll double check the damage type and damage on the Avenger and on the mini gunner.
I cut the health in half for drones in this version, so it's not that they are too tough. They have even less health than the normal drones you put on vehicles.
On a side note, while the avenger may be having trouble with the drones, the Particle weapons are your best answer to the drone controllers. They have the range and damage to very quickly take them out and won't be distracted by the drones.
--AI doesn't use AA drones--
The AI isn't capable of toggling weapons based on the situation, so I have it build the units with pre-selected drone types. AA drones are the most likely to be ineffective so I don't build them. In later versions I may add them in limited numbers as well as add Avengers to the build teams.
--Can add exo-suits--
I have other Tier3 units planned for Micro. There has been some discussion of adding another level of droid, but adding a larger robot it really crossing into the turf of Macro. I want a better swarm-spawner to be Micro's answer to Tier3.
--SupW stealth detector--
Superweapon General's pop-up sites are stealth detectors. You can also place a radar van with your defenses and it will be pretty well protected by it's stealth.
--stealth general stealing tech--
Saddly I can't do this. There are many limitations on the game engine. If I had a much simpler mod there would be a few options I could pursue, but as it stands now it would take far too much code and would suffer from some very frustrating bugs.
Deployed units can create a path finding problem for other units. I've seen this prevent units from moving. I just give them a move order away from the deployed unit and help them find their way around it.
Also, from the number of AI factions your using, you can expect some system problems. the ZeroHour core game engine has a limit to how many units it can use on the field at once. In vanilla ZH 8 generals could crash the game under certain conditions, and my AI build many more units than vanilla ZH generals did. I tried making them challenging enough that 1 or 2 should be an ample battle for most players.
he's not overpowered because he can only have a very little of this at once in any game. It also costs a fortune to research any of it. For the price payed on his tech trees alone other generals can field entire armies.
This is a topic that comes up occasionally. I know the real life roles of the aircraft, but Vanilla ZH used the Raptor as the multi-role aircraft.
The question is to follow the real life combat roles, or to follow the unit behaviors the player expects.
In the end I chose to keep it familiar. If I need an easy excuse I can just point out that all modern aircraft are multi-role capable. While the F22 was designed as an Air Superiority Fighter one of the prerequisites of it's design was that it be capable of engaging ground targets. The same reversed is true of the F35.
Another reasonable explanation is that perhaps 30 years in the future when the US army uses self aware super robots and particle cannons (to destroy Chinese mega tanks the size of 2 story buildings) the F35-G will have a high end avionics suit and targeting system that makes it better suited for AA than the aging F22-D with it's mid-life refit to carry a larger multi-role payload.
On a serious note, if you look at the life cycle history for many multi-role aircraft, or even interceptors that became multi-role aircraft this isn't an unreasonable thought, it has happened before.
There are a couple units I want to make for Micro general. They're listed in my to-do topic on the Revora forum
That advice was for a different issue. AI problems are easier to resolve than the network problems. to your post I replied
"It's a mismatch error. The bug is in the ZeroHour core game, it doesn't come from the mod, however, the nature of the mod lends itself to larger and longer games, making the problem more common. The AI can causes this frequently, but even without AI it's still present sometimes.
It can be caused by lots of factors, scripts that don't agree between two systems, or if the "frame counter" falls out of sync between systems.
I will be doing what I can to make the game as tolerant of errors as I can, but I can't make the problem go away because it is in the core engine."
You have extra files floating around from the mods you've loaded. I would start by uninstalling the game, then manually deleting your install folder to get any files left behind by mods. Also, in your "My Documents" folder there is a ZerHour folder. Delete this too, as some mods leave files there.
It sounds like you are using the wrong SkirmishScripts.scb file. Only the AI provided with Remix will work with Remix. No other AI is designed to use the unique build patterns and Escalation upgrades.
With the correct file in your folder AirForce General, Tank General, Robot General, and Demo General have full working AI. If any other general builds anything at all then you are using the wrong SkirmishScripts.scb file.
I recommend hand deleting all of the Remix files, and then copying the files from the 0.90 version in by the directions given in the readme.
AI for the remaining 8 generals is at the top of my to-do list and will be released in the not-to-distant future.
It's a mismatch error. The bug is in the ZeroHour core game, it doesn't come from the mod, however, the nature of the mod lends itself to larger and longer games, making the problem more common. The AI can causes this frequently, but even without AI it's still present sometimes.
I will be doing what I can to make the game as tolerant of errors as I can, but I can't make the problem go away because it is in the core engine.
Each B1 drops 189 bombs once upgraded with the extended bomb bays, but, the B1 only shows 7 ammo pips.
The trick is this... In fact there are only 21 bombs being dropped. Each B1 "bomb" has an animated model that looks like 9 bombs expanding away from each other. When the bombs are dropped together the bomb animations overlap each other and it looks like a massive cloud of bombs.
21 ammo pips is crazy though, so the B1 uses 3 identical weapons,each with 7 ammo. Only the first weapon shows ammo pips... so there it is, 9*7*3 = 189 bombs brutalizing your target.
SkyNet was just built with 2 adjacent power plants. The SkyNet does have it's own power plant too though, that's it glowing blue. It only powers itself though.
Creator (Lead Modder for Contra) has been a good friend and given Remix lots of support over the years. It's my pleasure to return the favor when I can, I voted for him in "Mod of the Year" last year. Contra is a good mod with excellent content and I recommend you try it.
Contra has it's own style and a dedicated community, you might like it more, or you might re-install Remix. I can say his art and models are top notch and he has some really fantastic code to back it up. Gameplay is a matter of taste more than science, so it's up to you to decide.
I'm still working on how it will kill everyone. I WANT to make it become it's own faction.. first it will spam your base with powers and drones, then it will spawn dozers to start building it's own base in the ashes of yours...
I'm having some trouble with the scripting for that though, so in a worst case it will just spam the map with a randomly placed superweapon/generals power every couple seconds while it counts down to a final superweapon "Judgment Day" that pelts the entire map in Nukes/MIRVS/ICBMS/H-Bombs/etc
The deciding factor will be finding the right worldbuilder scripts to change a neutral skynet over to it's own player faction. If I can't get it on a declared faction it's technically neutral so it will never "target" anything as enemy and random attacks are all it can do.
bizzare, Are you also getting missing:string errors on his buttons? It's possible I packaged the wrong csf file in the rar, because mine says Research General...
well, here's a good starting question, WHERE does it say Laser General?
Last night I did the first code for a rogue SkyNet. The good news is it works, not as aggressively as I had hoped, but I'm confidant I can make it a really bad day for every player.
he is called Research General... ... It sounds like your Generals.CSF is in the wrong folder. Does Robot General say Robot General or USA?
This is the first of 12 features. I'll make the rest as opportunity permits. I'll take care of each General as I can, and where needed I'll upload new pics and vids to support their features.
Because I have so much material to work with, I'll likely do Robot General next.