AMIgaBot Posted July 24, 2009 Author Share Posted July 24, 2009 we are trying to make it harder. i am making new levels. since ai has weak bases i am just making them super strong almost unbeatable. Quote Link to comment Share on other sites More sharing options...
jbslash Posted July 24, 2009 Share Posted July 24, 2009 But u said smth about additional crates, reinforcements...As for strong bases for AI, main thing is to give it at least 2 heavy factories to increase heavy vehicles production rate. Also, second Construction Yard will be good...As for turrets, they're of no use against a good player. Rocket tanks and infantry destroy them without problems. Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 24, 2009 Author Share Posted July 24, 2009 dont get point.. try play with 1 factory 1 barrack agaist thtree ai with 3 heavy factory 3 barracks. on campagin Quote Link to comment Share on other sites More sharing options...
jbslash Posted July 24, 2009 Share Posted July 24, 2009 Do you mean playing without CY? 1 factory +1 barracks agaings (3+3)x3 give no chance to survive. Simple overwhelming... Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 24, 2009 Author Share Posted July 24, 2009 with construction yard. for adventage keep build turrets but stay with 1 factory 1 barracks 1 light factory. its possible to win still Quote Link to comment Share on other sites More sharing options...
DaxxXyrax Posted July 25, 2009 Share Posted July 25, 2009 I looked on the DUNE2000.DAT file. and i have a question, if someone can answer : I found this : ATREIDESHARKONNENORDOSFREMENEMPERORSMUGGLERMERCENARY(i dont know if it was in this order)What is it? Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 25, 2009 Author Share Posted July 25, 2009 houses and subhouses.. notthing more. wait waitt.. can we change build order of ai with the hex editing??? maybe we can improve ai gameplay Quote Link to comment Share on other sites More sharing options...
DaxxXyrax Posted July 25, 2009 Share Posted July 25, 2009 AI gameplay is in the .mis files.i have a strange feeling that it is at the offsets - 0000:0F60 - 0000:1C2F, 0000:2D20 - 0000:39EF etc.But it is only feeling...and for my previous question - it must be there for some reason... Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted July 25, 2009 Share Posted July 25, 2009 read end of page 1. you can do jerky stuff I was asking how he discovered it...... Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 25, 2009 Author Share Posted July 25, 2009 there ae more things to discover.. Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted July 25, 2009 Share Posted July 25, 2009 there ae more things to discover.. If we find out how he discovered this, then maybe we can help. Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 25, 2009 Author Share Posted July 25, 2009 if we could use that stuff to get reinforcements for skirmish it could be amazing. Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 25, 2009 Author Share Posted July 25, 2009 IMPORTANT INFORMATION!!!FILE VARS.FT HOLD CRATES DATA ALSO REPAIRING DATA..CIRCLES.BIN CONTAIN SHROUD/FOG CONTENT . HOT INFORMATION FOR EVRY DUNE HACKER!!!in c;westwooddune2000dataui_data look for file HOSTHTH.UIL .. use hex editor and find crates option. scroll down a bit to find displaying name crates on. replace value to 9 and u get on map 9 crates!!! Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted July 25, 2009 Share Posted July 25, 2009 crates, are they really that important? Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 25, 2009 Author Share Posted July 25, 2009 agaist 5 oppontnets. i just need few engineers and crate . i want to make shortest game agaist 5 ai.. can someone help with unit count? i can put on bar to have 50 units but after i start game i have just 10 help Quote Link to comment Share on other sites More sharing options...
DaxxXyrax Posted July 25, 2009 Share Posted July 25, 2009 i can take a look at it, but only tomorrow, if you can wait... Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 25, 2009 Author Share Posted July 25, 2009 okay .. do it do it its a bit important. it could be fun fighting with 5 ai with 54 units each LOL. better defence agaist rush. .. oh and another good point of having huge unit count. you can build base and protect instead of making units at start. Quote Link to comment Share on other sites More sharing options...
DaxxXyrax Posted July 25, 2009 Share Posted July 25, 2009 i read that someone (i dont know who, really) wrote that we can add new houses if we succesfully decode the .mis files. i think its not possible only with .mis files. i mean if its possible, it has nothing to do with .mis files... Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 25, 2009 Author Share Posted July 25, 2009 skirmish settings are not in mis files vars.bin circles.bin hosthth.uil skirmish.uil dune2000.dat on these files we shall concentrate our searchings. Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted July 25, 2009 Share Posted July 25, 2009 we should research .mis files for reinforcement data before we split the project. Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 25, 2009 Author Share Posted July 25, 2009 yes but actually we cant.. we dont kknow reinforcements value so Quote Link to comment Share on other sites More sharing options...
DaxxXyrax Posted July 25, 2009 Share Posted July 25, 2009 by the way, what do you think about this?AI gameplay is in the .mis files.i have a strange feeling that it is at the offsets - 0000:0F60 - 0000:1C2F, 0000:2D20 - 0000:39EF etc.But it is only feeling...if someone answer, i found something with reiforcments in .mis files, but at first answer this.i mean you can post what do you think about it... Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 25, 2009 Author Share Posted July 25, 2009 well good stage.. lets test out these offsets. i made backup of my existing .mis file if i dash up something with it.. i try that stuff for skirmish _prac.mis file0F60 contain that 00 00 00 00 00 00 00 001C2F does not exist but found 1C28 contain 00 00 00 3F 00 00 00 3F2D20 contain 70 17 00 00 88 13 00 0039EF does not exist but found 39E6 with 00 00 00 00 00 00 00 00 Quote Link to comment Share on other sites More sharing options...
DaxxXyrax Posted July 25, 2009 Share Posted July 25, 2009 for reinforcements :this works in _O7V1.mis, tested only this oneat the start, mercenaries get reinforcements.go to this offset : 0001:0728 - 0001:0729you will see this : 26 1D rewrite it to 00 00, and the mercenaries wont get reinforcements!!! Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted July 25, 2009 Author Share Posted July 25, 2009 yes it works.. if u put this into skirmish u wont get carryal with harvester when u build refinery LOL Quote Link to comment Share on other sites More sharing options...
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