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.
So what's new in this version?
- Demo's rebel ambush is now very dangerous - rebels will blow themselves up.
- GLA factions will utilize even more car bombs (if cars are available on the map).
- China and Nuke will be able to put tank hunters in Overlord tanks (mainly to counter tank spam).
- GLA factions will be able to evacuate damaged Battle Buses.
- Comanche backdoor attacks added for the AF General.
- USA factions may Chinook drop the enemy in late game.
- Finally fixed the famous vanilla AI bug, where missile defenders will attack buildings with laser lock. This bug also caused inadequate behaviour among other units as well.
- Improved late game economy by adding more hackers/black markets etc.
- Stealth Fighter teams for all USA factions will consist of two planes to make them more effective against base defences.
- USA factions will send units to pick up supply crates that fell outside the supply drop zones.
- GLA Sneak attack teams will be able to attack targets far away from the tunnel.
- Toxin's rebel ambush team will no longer try to attack buildings.
- Stealth's rebel ambush team may attempt to remain hidden and capture buildings later.
- GLA and Stealth will use the GPS scrambler for more units (before it was only used for 1 - 2 units).
- Nuke General will increase priority for Migs after the Tactical Nuke Upgrade is purchased.
- Demo's Jarmen Kell may attempt to blow up buildings (in case the enemy doesn't have many base defences).
- Soldiers will attempt to load into transports more often.
- The heavy bomber planes are now added to the attack priorities, so now the AI will be more agressive towards them, able to chase them, attack the bombers with planes, etc.
- Early anti-air teams added for GLA and China factions to better counter helicopter rushes.
- Some combat zone teams (those that guard the center of the map) may suddenly attack the enemy base if it has no power.
- Fixed a rare problem, where China factions planes will not attack the enemy and stay on the airfield.
- Fixed a problem, where AFG rangers will not use flashbangs.
- Fixed angry mobs that will not attack the enemy.
- Fixed several other GLA teams that will not attack the enemy.
- Several other small fixes and improvements.
To install, backup your INI folder and SkirmishScripts.scb file, then replace them with those from the mod.
C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\INI
C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\Scripts
For ZH 1.04/1.06
Have a nice play. ;)
Oh wow, really? Mind=Blown :D
I thought the development of this mod had ended permanently. It's great to see you're back :]
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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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?
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.
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?
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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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
Thanks. Are those map AI enabled?
ya, they should be as it is geared towards human vs AI
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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
So, is this version compatible with any new mods?
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
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 !!
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.
the ROTR IA is "safe lock" and maded different (look like play Red alert 2\3)
Why cant i use this to reborn v.6.25?
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.
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.
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?
Yes, but both of you should use the same version of the mod, and the same patch for ZH.
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!
Can you Make AI for the Last 3 sides of Reborn 6.25?
Not working on mods these days.
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...
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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Can i use this AI mod with other mods ? like ROTR or zerohour enhanced mod ? or any other
is there anyway of knowing you installed it at first glance? and is this compatible with shock wave and such?
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.
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)
Thanks.
I will look at your channel on Youtube.
How do you code an AI, I am trying to get the progen mod generals (like all the commander in chief generals) to work?
There is a post above with 3 links with information about modding Generals Zero Hour and using the World Builder to edit/add scripts.
Anyway to port this to ProGen mod anyway?
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.