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Re: New Challengeable AIP
Posted: Wed Jan 29, 2014 8:03 pm
by Protrector
so you won? If you lost, it needs no improvement.
Re: New Challengeable AIP
Posted: Thu Jan 30, 2014 3:39 pm
by Protrector
Please, tell me how to put shield to scion units.
Re: New Challengeable AIP
Posted: Thu Jan 30, 2014 4:13 pm
by Red Devil
they are given to them by the DLL if they have built a Stronghold.
Re: New Challengeable AIP
Posted: Thu Jan 30, 2014 4:20 pm
by Red Spot
To be more exact:
ISDF: dll gives tanks SP-stabber when the armory is up.
Scion: dll gives a random shield when the stronghold is up, and iirc gives arc to warriors when the requirements for it are met.
Re: New Challengeable AIP
Posted: Thu Jan 30, 2014 8:13 pm
by DarkCobra262
Red Spot wrote:To be more exact:
ISDF: dll gives tanks SP-stabber when the armory is up.
Scion: dll gives a random shield when the stronghold is up, and iirc gives arc to warriors when the requirements for it are met.
This. As Red Spot said, the DLL handles that.
Re: New Challengeable AIP
Posted: Thu Jan 30, 2014 8:19 pm
by MrTwosheds
If you want it done better, you will have to include customized unit odf's and have the aip build them.
Re: New Challengeable AIP
Posted: Fri Jan 31, 2014 6:31 am
by Protrector
SoI just have to build the armory to upg the tank, scout, etc? OR do I have to put an UPGRADE plan in which the armory upgrades the scout,etc?
Also, what is the DLL?
Re: New Challengeable AIP
Posted: Fri Jan 31, 2014 12:55 pm
by Red Spot
dll = Dynamic link library
That probably doesnt tell you anything, but these files basicly have code in them to make programs or specific parts of programs work, like games.
In BZ2 each gametype basicly has a dll for that gametype, these dll's dont do all the work, but they have some control over the game. In this case they may switch AIP's, add weapons to units or for instance keep taps on how many scavs the AI builds.
Check the modlog for how to get started on modding dll's.
BZ2 allows you to play with a lot of things, you can for instance build the armory by using the AIP's, after which the dll will give tanks an upgraded weapon (only tanks, no scouts etc).
You can also tell the AIP to build a custom odf (eg: ivtank_custom), this will allow you to make changes in the odf for that unit (eg: give tanks SP-stabber by default). You do need to first create this custom odf. Then instead of building a few ivtank in your AIP you specify it to build your custom ivtank_custom, which may have SP without the need for an armory, but there is a good chance people will complain about the AI cheating more than it should (personal prefrence though).
I think I said this before to you, but you may want to look at other mods cause you're basicly asking for info you could easilly figure out for yourself. Not that a basic explanation is a problem, but nobody here can explain it well enough to give you a good impression of the possibilities of this game. Looking at a mod and seeing how you can make changes to things and link it throughout the game may give you a lot better idea of what you can do and there is no need to reinvent the wheel, unless you like square wheels...

Re: New Challengeable AIP
Posted: Fri Jan 31, 2014 2:21 pm
by Protrector
Removed link.
Re: New Challengeable AIP
Posted: Fri Jan 31, 2014 4:22 pm
by mase
The AI only builds 2 constructors and then scouts.
Re: New Challengeable AIP
Posted: Fri Jan 31, 2014 8:05 pm
by Protrector
play it to the end please. Yes, it uses many scouts. Try to beat the ai instead of playing it for 3 minutes. It is very good. I tested it myself and lost.
Re: New Challengeable AIP
Posted: Fri Jan 31, 2014 8:22 pm
by Protrector
Removed link.
Re: New Challengeable AIP
Posted: Fri Jan 31, 2014 8:36 pm
by MrTwosheds
Something some people don't realize straight away is that the list of items that can be built by a recycler, for example, does NOT apply to AIP's...
An AIP can instruct a recycler/constructor to build anything. Constructors build buildings and factories build units that have the factory requirement. You can make your AIP build ivtank_custom1, ivtank_custom2, ivtank_custom3, using conditions in the aip to determine when they are built. This way you could simulate the way a human commander might upgrade unit loadouts as the game progresses.
Also, please pray from time to time-it doesn't hurt.
I do not wish to be a part of a collective meme delusion, don't preach unless you are prepared to accept the response... We've all been getting on so well recently.

Re: New computer for MPI. PLEASE DOWNLOAD!!! Please!!!!Pleas
Posted: Fri Jan 31, 2014 8:48 pm
by Nielk1
@Mr2Sheds
Didn't that change at some point? Well, I mean, not what it builds per say but the old 1.2 system ignored prerequisites if I recall, as I had to deal with the enemy AI constructor sending in tons of assault tanks before the enemy base even fad a factory. I think now prerequisites are checked, but variant units would have the same prerequisites, so that should be fine.
Re: New computer for MPI. PLEASE DOWNLOAD!!! Please!!!!Pleas
Posted: Fri Jan 31, 2014 8:55 pm
by MrTwosheds
Just trying to point out that an AI team can build any units its told to by an AIP, without modifications to the recycler lists. Its not obvious to someone new to modding.
Alternate ODF's is a far better way than trying to make a dll that does it all for you.