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Greenheart Variant AIP's

Posted: Tue Feb 04, 2014 5:14 pm
by Red Devil
will post a test ISDF AIP here soon.

you've all used the GH ships to fight the AI - now see what it's like to fight them.

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 5:23 pm
by Zero Angel
you monster...

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 5:55 pm
by General BlackDragon
Oooo, squads of heavy sabre's with dual SP :D

should be fun to fight

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 6:18 pm
by Red Spot
Trust me, give them blast ... :twisted:

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 8:37 pm
by DarkCobra262
Red Spot wrote:Trust me, give them blast ... :twisted:
I actually modified the DLL in my personal mod that, whilist didn't include GH's ships, did give Sabre's blast, as well as Assault Tanks having blast as well... definitely improved the AI's damage capability, but agreed, give them blast, the AI's units don't last long enough to do any damage with SP

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 8:59 pm
by Red Spot
Well, I would not give all Atanks blast. But some walkers with SP and the majority of tanks with blast does make 'fieldwork' much more intens without compromissing 'overall ability' of the AI.
(A group of blast sabres will pretty much waste their ammo while taking out an extractor, so the AIP's need to be carefully made with that in mind.)

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 9:20 pm
by Zero Angel
Blast Asstanks would be powerful against any kind of armor. They're used in human-strats a lot to be the lynchpin of a serviced assault (or provide support to the human-piloted blast tanks) because they can pretty much deal damage to anything at long range and with high accuracy.

That said, I don't think they'd be as fun to fight in an MPI game because they don't really have weaknesses like the walkers do, and AI usually gets enough scrap cheat to crank out several of them effortlessly.

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 9:45 pm
by Red Devil
i modified a heavy sabre 2 to use uber sp-stab (shotdelay of 0.1, shotspeed of 1e3, 10000 damage) for helping test the pathing bug with commando awhile back and was using that for just my own craft, then decided to try dual combat blast last week and it was fun: 1-shot kills on scouts and trucks, 3-shot kills on pretty much everything else, but that's all the ammo you have, so may need to make some AI-only ships with an ammo boost.

the stock weapons seem weak (except for the one that has slug, and the dual mortars on the heavy jackals, the heavy avenger, and the interceptor), but the dll won't give them sp-stab due to it looking for 'ivtank' and 'fvtank', so i may need to resort to powerup building.

i debugged for 12 hours yesterday until i found some typo's that were staring at me, plus some other things...

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 9:54 pm
by Zero Angel
Could one just not make a version that came with SP-Stab or Blast by default and have the AIP build it? I mean it goes outside the scope of making 'only AIPs', but it would be fairly easy to isolate the assets to a single folder and then have it use inheritence for future compatibility.

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 10:08 pm
by DarkCobra262
Zero Angel wrote:Could one just not make a version that came with SP-Stab or Blast by default and have the AIP build it? I mean it goes outside the scope of making 'only AIPs', but it would be fairly easy to isolate the assets to a single folder and then have it use inheritence for future compatibility.
One could do that yes, might as well if you're going to be having them build unique AI-only units that have ammo/health and other modifications

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 10:13 pm
by Red Devil
well, i've had to do that with some assets already and i need to make the AI-only ones, so i'll be tweaking the weapons as i go.

one interesting thing i found was that the limitclass settings jack up the AIP's, with very little to go on except it just saying that the unit was built, but it immediately...died or one became totally unresponsive.

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 11:17 pm
by DarkCobra262
Red Devil wrote:well, i've had to do that with some assets already and i need to make the AI-only ones, so i'll be tweaking the weapons as i go.

one interesting thing i found was that the limitclass settings jack up the AIP's, with very little to go on except it just saying that the unit was built, but it immediately...died or one became totally unresponsive.
Interesting.

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 11:22 pm
by Nielk1
That's isn't fun...
Fun AIPs (and games / mods in general) present a balanced yet difficult challenge, not bullshit firepower. Even Mega Statues are heavily nurfed in stock for this reason. If a mega tower had stock weapons it would be nigh on unbeatable.

Re: Greenheart Variant Unit AIP's

Posted: Tue Feb 04, 2014 11:43 pm
by Red Devil
well, i should say that it respects/honors the limitclass setting.

Re: Greenheart Variant Unit AIP's

Posted: Wed Feb 05, 2014 6:04 am
by DarkCobra262
Nielk1 wrote:That's isn't fun...
Fun AIPs (and games / mods in general) present a balanced yet difficult challenge, not bullshit firepower. Even Mega Statues are heavily nurfed in stock for this reason. If a mega tower had stock weapons it would be nigh on unbeatable.
While I agree, I'm not quite sure if mega towers used stock weapons they would be harder... but you guys have been modding this game much longer than I have so :P