Hello. This is the well recommended AdvancedAI mod 0.98/by Lion&r42;/, improved by AEI - v2.8 The aim of the mod and my improvements is to create the greatest AI available for ZH. The improved /revived/ mod supports both the 1.04 and 1.06 ZH patches. There are a lot of new fixes and improvements added by me, and the AI will use more humanlike tactics as well.

Description

This is the AdvancedAIMod0.98 /by Lion & r42/, updated and improved by AEI /version 2.7/. The aim of the mod and my improvements is to create the greatest AI available for ZH. There are a lot of new fixes and improvements added by me, and the AI will use more humanlike tactics as well. This mod was also made because the AI in ZH is too easy. It uses stupid tactics, builds mediocre bases and normally has $50k in bank that it will never use. Beating 7 AIs on hard shouldnt be possible but it is, this mod is to change that, giving the AI a better tactical awareness, faster expansion, more viciousness and better economy management.

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Advanced AI mod 0.98 improved by AEI v2.7
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Tamagakure
Tamagakure - - 5,107 comments

Oh wow, really? Mind=Blown :D

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Evulant
Evulant - - 265 comments

I thought the development of this mod had ended permanently. It's great to see you're back :]

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AEI Author
AEI - - 187 comments

Hi.
Well, i had some unfinished/experimental stuff, so i decided to finally finish it and release it. I don't know if i will continue working on the mod though.

Do you still find the Medium Army too strong?

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Guest
Guest - - 689,424 comments

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Evulant
Evulant - - 265 comments

Nah, it's fine, excuse my stupid comment. It's too hard for me atleast, but I never was really good at this game anyway. :p I figured I'd just make the easy army stronger since it really is very, very easy to beat. But not too strong - I kinda enjoy having a rather peaceful guy hanging around for a change, just for a very few games.
A shame we cannot add new AI levels. Every game definitely benefits from it. Otherwise I would make one very easy AI (which is standard Zero Hour Easy) and my new easy AI, but oh well.
Also, I think I asked you before if I could use this mod. If I was to do anything, would it be fine for you if I worked on the easy AI in this?

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AEI Author
AEI - - 187 comments

It's ok, if you do a good job and improve the easy AI, without bugs and things like that.

Also there are many ways to make the Normal Army easier - for example you can make it stop capturing Oil Derricks and deprive it from those resources.

Go to World Builder -> each general's Tech Buildings folder -> script Tech Building Detect -> make this script work only for Hard Army.

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Evulant
Evulant - - 265 comments

Damn it, I forgot to ask. How did you fix the laser lock missile bug? I noticed that you made 4 scripts out of it. Like, how was it caused and how did you fix it?

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AEI Author
AEI - - 187 comments

There is a command that causes rangers to switch to flashbangs.
'Command_AmericaRangerSwitchToFlagBangGrenades'
It causes units to switch to secondary weapons. It doesn't cause problems as long as it is used only for rangers.

In vanilla Zero Hour though, there are many teams consisting of mixed units (humvees plus rangers plus missile defenders), that use scripts containing this command. All CT teams use it. So this causes missile defenders to switch to secondary weapon, or humvees to stop using their primary machine gun and use only tow missiles.

So i had to create the ranger CT teams first, then make them switch to flashbangs (when necessary), and then let them join the other teams that have missile defenders/humvees etc. or let them join the main CT team.

In order to recreate the bug, create a missile defender team, then get it to use flashbangs, and then order it to start hunting.

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Guest
Guest - - 689,424 comments

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Xofolez
Xofolez - - 197 comments

Wow! love the new AI!! hey if anyone wants to step up the challenge or needs a change in scenery, heres a map pack i made, im gonna link your AI improvement in my map-pack comments linky map-pack: Moddb.com

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AEI Author
AEI - - 187 comments

Thanks. Are those map AI enabled?

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Xofolez
Xofolez - - 197 comments

ya, they should be as it is geared towards human vs AI

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Guest
Guest - - 689,424 comments

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AEI Author
AEI - - 187 comments

To install, backup your INI folder and SkirmishScripts.scb file, then replace them with those from the mod.

Approximate location:

C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\INI
C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\Scripts

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ThankYouMan
ThankYouMan - - 34 comments

So, is this version compatible with any new mods?

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AEI Author
AEI - - 187 comments

Its not compatible with mods that add new factions. Files from the Data folder could be merged with Winmerge provided that the mod in question does not change skirmishscripts.scb

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reviosa
reviosa - - 1 comments

Can you guys make these changes/fixes work also for Rise of the Reds mod? (in my opinion the best mod for ZH Moddb.com). Or they already apply for ROTR also?

Thanks for the new fixes guys, great work !!

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AEI Author
AEI - - 187 comments

Thanks.
Its only me currently and i don't have time to be working on merges with other mods. AI will not work for the new factions in ROTR.

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Exodus88
Exodus88 - - 38 comments

the ROTR IA is "safe lock" and maded different (look like play Red alert 2\3)

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senjeru
senjeru - - 3 comments

Why cant i use this to reborn v.6.25?

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AEI Author
AEI - - 187 comments

Mods are often not compatible with each other.

This mod is for the vanilla game. It could also work with mods that do not change AI or add new factions.

You can try to use it with other mods on your own risk.

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Guest
Guest - - 689,424 comments

Thank you so much for this, glad to see there are people that are still actively making the AI smarter, Have 5 people who got this with me, its amazing.

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Guest
Guest - - 689,424 comments

Does this also work when you play online LAN - for example if me and a friend play against computer - will the AI be the new and improved version?

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AEI Author
AEI - - 187 comments

Yes, but both of you should use the same version of the mod, and the same patch for ZH.

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Guest
Guest - - 689,424 comments

OMG this is so awesome that you are keeping this ai mod going. Without question the best ai mod for zero hour. It has given me endless hours of gameplay i would otherwise not have played using the standard ai. Thank you so much!

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TheCall
TheCall - - 260 comments

Can you Make AI for the Last 3 sides of Reborn 6.25?

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AEI Author
AEI - - 187 comments

Not working on mods these days.

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ToxinGen
ToxinGen - - 12 comments

Hi Angel,

Is there any way to learn how to improve the ai on this mod? I was thinking of tweaking it myself but i'm not sure how...

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AEI Author
AEI - - 187 comments

Well its not easy, and it takes time to test if something works propely.

If you want to try, then open ZH World Builder, then click edit -> edit player teams -> add skirmish players -> ok
then click edit -> Scripts -> Import Scripts -> select SkirmishScripts.scb from your game folder, uncheck the "auto verify" option, import the file -> then you can edit the scripts.

After you imported SkirmishScripts.scb, to edit the teams, click edit -> edit teams

For more info about modding ZH and World Builder, check those links -

Cnclabs.com

Cnclabs.com

Cnclabs.com

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Guest
Guest - - 689,424 comments

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lrg4you
lrg4you - - 3 comments

Can i use this AI mod with other mods ? like ROTR or zerohour enhanced mod ? or any other

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LavstorM
LavstorM - - 276 comments

is there anyway of knowing you installed it at first glance? and is this compatible with shock wave and such?

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AEI Author
AEI - - 187 comments

This mod has very, very different AI compared to the one from the vanilla game. You will experience this very fast.

It will start rushing you with humanlike tactics, such as tech terror attacks or chinook drops.

This mod is not compatible with Shockwave or any large mod that changes the AI or adds new factions.

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Guest
Guest - - 689,424 comments

Good job on the AI AEI. I will try to beat it as best as I can. You can follow my progress on youtube if someone likes to do so. Just type in westwood advances ai mod. The mod is a beast, but it makes fun to play with. Well done. Regards cncHD (westwood030589)

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AEI Author
AEI - - 187 comments

Thanks.
I will look at your channel on Youtube.

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Makedonia
Makedonia - - 100 comments

How do you code an AI, I am trying to get the progen mod generals (like all the commander in chief generals) to work?

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AEI Author
AEI - - 187 comments

There is a post above with 3 links with information about modding Generals Zero Hour and using the World Builder to edit/add scripts.

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Makedonia
Makedonia - - 100 comments

Anyway to port this to ProGen mod anyway?

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AEI Author
AEI - - 187 comments

No. This mod can not be easily ported into any other big mod that modifies the AI and adds new factions, units and buildings.

Most of the AI stuff will have to be built from scratch and i don't have the time to do that for ProGen, Shockwave or any other big mod.

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