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Race Project?
Posted: Sat Dec 14, 2013 12:49 am
by Lord Scion
I realize that I can't exactly make any request, considering I'm not capable of making mods myself, but I've been playing Cloaket's Race Project, and have been LOVING it. However, it gets boring to play against the ISDF or the Scions constantly, especially when you have all the other races available to you for use, but not against. Also, the AIP's seems to be missing, as I can only ever use the default 1.3 AIP, or the AI won't budge. But my main idea is that someone who actually knows how, and is willing to, could add all the races to be playable AGAINST (and have it work, of course). Sorry to take up time in your schedule, but it was just something I thought would be interesting
By the way, I run the race project on 1.3.6.4z
Re: Race Project?
Posted: Sat Dec 14, 2013 1:17 am
by XxHAMADEHxX
N1 can answer your question but.
You can learn to mod =) Its not hard just time consuming at times.
Re: Race Project?
Posted: Sat Dec 14, 2013 1:39 am
by Nielk1
RacePrj was a mod made by Vearie that had permission (impled or direct) for most of the races in it, but his reputation combined with the small bit he didn't have permission for killed the mod for most of the people here (some vets still played it for a bit I think).
BZRAP or Battlezone Race Addon Pack is a mod that has been in development for a long time, but it seems to get restarted a lot. Tempest Storm was in control of it first, then SkyNet, now I have it. I got it in name only though and as I am pretty busy its been taking a long time to get it done.
RACES was an old mod for some early version of 1.3, I forget which, that added some silly races like the Babylon 5 Shadows.
So yea, workin' on BZRAP, but ugggg.
AIPs control the enemy AI, so if there is no AIP for a given enemy race, they won't build anything.
Re: Race Project?
Posted: Sat Dec 14, 2013 4:12 am
by MrTwosheds
You would need to talk to its creator over on bz2maps for...support.
Re: Race Project?
Posted: Sat Dec 14, 2013 4:21 am
by XxHAMADEHxX
Mr2sheds are you trying to destroy his sanity?

Re: Race Project?
Posted: Sat Dec 14, 2013 4:37 am
by MrTwosheds
No, that's the sort of helpful advice that should, in theory, be given. I am not responsible for any consequences that might arise.
You might find it helps if you wear one of these when you do though.

Re: Race Project?
Posted: Sat Dec 14, 2013 7:17 am
by XxHAMADEHxX
LOL
Re: Race Project?
Posted: Sat Dec 14, 2013 11:10 am
by Red Spot
XxHAMADEHxX wrote:Mr2sheds are you trying to destroy his sanity?

Seeing as it concernes his own work, I wouldnt be surprised if he actually would be helpfull. Its easy to see just the negative part, or to simply condone everything your buddy does, but every coin has 2 sides ..
Re: Race Project?
Posted: Sat Dec 14, 2013 3:34 pm
by Lord Scion
Well, considering all the negativity Iva been hearing about it XD I won't be asking him as of yet.
But what I had in mind (and near with me if he his sounds stupid), but considering the race project already had most of the races from the important mods (including an icecream faction....), I figured it didn't sound like it would be too hard to simple add the AIP's of those mods so you can play against them, not always the ISDF or the Scions. Can't you guys copy and paste the AIP's from some important mod, like FleshStorm 2, which offers you the ability to play against the Hadean Crown, the Ravens, the swarm, etc. FE 1.3 offered to play against the Cerberi, but their AI seems broken, as they do what the Uler do in the Uler mod: build half a base, then just sit there. The Mechana is worse in FS1. They build three scavs, two constructors, and that's it. (By the way, any latches or fixes for the problems I just mentioned?)
But my general goal is a Race Project with just as many choices of opponents as there are choices to play as
Re: Race Project?
Posted: Sat Dec 14, 2013 5:07 pm
by MrTwosheds
There are 2 reasons why it has no aip's
1. the maker hates mpi.
2. do the maths, the amount of aips for each race vs each race become huge very quickly. A system of generic Aip's would be needed. This might well be possible, but would need a modification of all race ODFs including the stock ones. It is an awful lot of work.
Re: Race Project?
Posted: Sat Dec 14, 2013 6:01 pm
by DarkCobra262
MrTwosheds wrote:There are 2 reasons why it has no aip's
1. the maker hates mpi.
2. do the maths, the amount of aips for each race vs each race become huge very quickly. A system of generic Aip's would be needed. This might well be possible, but would need a modification of all race ODFs including the stock ones. It is an awful lot of work.
This, if one REALLY wanted to face other races, they can make the AIPs, I've made a set of AIPs for stock and it's still a bit of work... even with 2 races.
Re: Race Project?
Posted: Sat Dec 14, 2013 10:02 pm
by XxHAMADEHxX
Just use the when you get bored of isdf and scion.
http://www.youtube.com/watch?v=k44EKL40wFg
Re: Race Project?
Posted: Sun Dec 15, 2013 6:46 am
by Lord Scion
Thanks guys, I'll definitely look into creating AIPs. On a totally unrelated note, are there any fixes for FS1? When I play IA against the Mechana, they really don't do much... They build scavs, and replace them upon destruction, and a couple of contructors, but then they just kinda... Stop afterwards.
Also, for Battlezone Classic, was the CRA ever added to it? It's be nice to see them in there as well..
Re: Race Project?
Posted: Sun Dec 15, 2013 7:16 am
by General BlackDragon
They exist

Re: Race Project?
Posted: Sun Dec 15, 2013 7:48 pm
by Red Devil
N = number of AIP''s needed
R= number of races
A = number of AIP's in a set
R² x A = N
number of AIP's needed for races, using stock dll:
2 x 2 x 6 = 24
number of AIP's needed for 6 races:
6 x 6 x 6 = 216
G66 has 12 AIP's for each race, so that's 48 AIP's for just 2 races, 108 for 3 races, 192, for 4 races, 300 for 5 races, and so on. comparing the amount of work needed to make things generic with the amount of work needed to create and maintain all those AIP's, it quickly became apparent that generic was the way to go, which is why i came up with generic AIP's for G66 if i was going to add more races.
using generic AIP's for 2 races for generic AIP dll:
N = number of AIP''s needed
R= number of races
A = number of AIP's in a set
R x A = N
2 x 6 = 12
number of generic AIP's needed for 6 races, using generic AIP dll:
6 x 6 = 36
even using generic AIP's is still a lot of time and tedium invested, but far less than using the traditional way.