Feda Posted December 29, 2014 Share Posted December 29, 2014 Any updates on the pre-set spawns and alliances? 1 Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted December 30, 2014 Author Share Posted December 30, 2014 nope, didnt do anything yet Quote Link to comment Share on other sites More sharing options...
Feda Posted December 30, 2014 Share Posted December 30, 2014 Is it on your "to-do very soon" list? :D 1 Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted December 31, 2014 Author Share Posted December 31, 2014 dunno what i'm doing next :D 1 Quote Link to comment Share on other sites More sharing options...
skuallx Posted January 3, 2015 Share Posted January 3, 2015 i'm trying to use the queues patch with cnc5net to use custom _prac.mis skirmish maps (this patch supposed to work only on skirmish) i've tried 2 ways: replacing the original dune2000.exe, and replacing the dune2000-spawn.exe, both options didn't work. is there a way to make it work? i like the cnc5net interface to load maps better than the original one. thanks. Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 3, 2015 Author Share Posted January 3, 2015 nope, there is no way to make it working Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted February 19, 2015 Author Share Posted February 19, 2015 here we go again... :DÂ Update:Human players can now choose their starting location 5 Quote Link to comment Share on other sites More sharing options...
skuallx Posted February 19, 2015 Share Posted February 19, 2015 this is just awesome!!! thanks!!! :D is this feature gonna be available also for ai players? Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted February 20, 2015 Author Share Posted February 20, 2015 Yes it should work for AI players too, just need to find some workarounds since those players are working a lil different Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted February 23, 2015 Author Share Posted February 23, 2015 Update:Â Score screen added 4 Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted February 24, 2015 Author Share Posted February 24, 2015 More stats will be added soon:Â 5 Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted March 1, 2015 Author Share Posted March 1, 2015 Added some more stats for all buildings types, but a few things are unknown :( Maybe someone of you guys knows what these buildings are about:    int ConstructionYardUnknown1; //black   int ConstructionYardUnknown2; //white   int HeavyFactoryUnknown1; //gold   int HeavyFactoryUnknown2; //black   int StartportUnknown; //gold   int ModifiedOutpost1;   int ModifiedOutpost2;  Full List:struct PlayerBuildingsOwned //do not change the order/size!{   int ConstructionYardAtreides; //id = 0   int ConstructionYardHarkonnen; //id = 1 ...   int ConstructionYardOrdos;   int ConstructionYardUnknown1; //black   int Unknown1; //Building type is concrete - display.cpp   int Unknown2; //Building type is concrete - display.cpp   int Unknown3; //Building type is concrete - display.cpp   int Unknown4; //Building type is concrete - display.cpp   int Unknown5; //Building type is concrete - display.cpp   int ConstructionYardUnknown2; //white   int WindTrapAtreides;   int WindTrapHarkonnen;   int WindTrapOrdos;   int BarracksAtreides;   int BarracksHarkonnen;   int BarracksOrdos;   int Sietch;   int WallAtreides;   int WallHarkonnen;   int WallOrdos;   int RefineryAtreides;   int RefineryHarkonnen;   int RefineryOrdos;   int GunTurretAtreides;   int GunTurretHarkonnen;   int GunTurretOrdos;   int OutpostAtreides;   int OutpostHarkonnen;   int OutpostOrdos;   int RocketTurretAtreides;   int RocketTurretHarkonnen;   int RocketTurretOrdos;   int HighTechFactoryAtreides;   int HighTechFactoryHarkonnen;   int HighTechFactoryOrdos;   int LightFactoryAtreides;   int LightFactoryHarkonnen;   int LightFactoryOrdos;   int SiloAtreides;   int SiloHarkonnen;   int SiloOrdos;   int HeavyFactoryAtreides;   int HeavyFactoryHarkonnen;   int HeavyFactoryOrdos;   int HeavyFactoryUnknown1; //gold   int HeavyFactoryUnknown2; //black   int StartportAtreides;   int StartportHarkonnen;   int StartportOrdos;   int StartportUnknown; //gold   int RepairPadAtreides;   int RepairPadHarkonnen;   int RepairPadOrdos;   int IXResearchCenterAtreides;   int IXResearchCenterHarkonnen;   int IXResearchCenterOrdos;   int AtreidesPalace;   int HarkonnenPalace;   int OrdosPalace;   int EmperorsPalace;   int ModifiedOutpost1;   int ModifiedOutpost2; //... id = 61}; Quote Link to comment Share on other sites More sharing options...
Feda Posted March 1, 2015 Share Posted March 1, 2015 All those unknowns refer to structures specific to sub-houses. In campaign there are several sub-houses participating in maps and storyline, fir example in last 3 Ordos missions the player gets a mercenary ally who helps him (yellow AI-controlled sub-house). HeavyFactoryUnknown must be the mercenary heavy factory. Sietch is a cave (if you read the dune books u know exactly what it is). Apparently AI can train infantry from it. StarportUnknown is the Smuggler Starport. Modified Outpost is a special outpost present in Harkonnen Mission 5, but it doesn't give you anything aside radar and also doesn't unlock tech tree.Construction Yard Unknown must be some sub-houses ConYards. Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted March 1, 2015 Author Share Posted March 1, 2015 Is it possible to tell it by the color to whom the 2 conyards/heavy factories belong? Quote Link to comment Share on other sites More sharing options...
Feda Posted March 1, 2015 Share Posted March 1, 2015 You mean the color sub-houses appear in campaigns? Well one Heavy Factiry belongs to the mercenaries (yellow). I dont exactly know what factoryUnknown2 is, i dont remember having another soecial heavy fact aside the merc one.One ConYard belongs to tge Emperor (purple), but i am not sure about this. No idea about the 2nd. Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted March 7, 2015 Author Share Posted March 7, 2015 Well, i might just remove those from the stats or group them up, so instead of HeayWarfacoryHarkonne HeayWarfacoryOrdos etc it will only show HeayWarfacory update:Spectators can now see live stats while watchign games 5 Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted May 20, 2015 Author Share Posted May 20, 2015 Update: Skirmish/Online:1. We are now using a new _spawn.mis, the new file improves the build order of AI players and it comes with a couple of other AI adjustments made by feda2. The map preview generator does now display the units/buildings separated in different colors3. A new kick button has been added Skirmish:1. AI players now have the handicap set to 0 (original setting was 1), this means they can build faster and cheaper now and it should improve them a lot 3 Quote Link to comment Share on other sites More sharing options...
Feda Posted May 20, 2015 Share Posted May 20, 2015 To add more details about AI:- AI will build 3 heavy fact and 2 lights. He will get the 3 heavies as soon as possible- UnitBuildCount has been changed: the AI builds units non-stop now, with small delays in certain moments, but overall they build without stop- AI will build 3 harvs per ref and 2 carryalls per ref (as opposed to the vanilla 2-1 ratio). This will ensure that the AI won't run out of cash in late game due to increased production anymore- AI will either attack you constantly with bigger taskforces than before or build shitloads of units, turtle with them in the base and then unleash the hell upon you Quote Link to comment Share on other sites More sharing options...
D2k Sardaukar Posted May 20, 2015 Share Posted May 20, 2015 To add more details about AI:- AI will build 3 heavy fact and 2 lights. He will get the 3 heavies as soon as possible- UnitBuildCount has been changed: the AI builds units non-stop now, with small delays in certain moments, but overall they build without stop- AI will build 3 harvs per ref and 2 carryalls per ref (as opposed to the vanilla 2-1 ratio). This will ensure that the AI won't run out of cash in late game due to increased production anymore- AI will either attack you constantly with bigger taskforces than before or build shitloads of units, turtle with them in the base and then unleash the hell upon youHow did you do that? Please also share the information on the d2kplus wiki. Quote Link to comment Share on other sites More sharing options...
Feda Posted May 20, 2015 Share Posted May 20, 2015 I edited the BuildCount value from the AI segments. Also "HarvsPerRefinery" and "CarryallsPerRef". Plus i believe i toyed around with "ProtectStrenght" or something, but don't remember what and if i changed sonething.As for the x3 factories, me and funky found some advanced functions with parameters. He changed that, so u gotta ask him about it. Quote Link to comment Share on other sites More sharing options...
Feda Posted May 25, 2015 Share Posted May 25, 2015 The improved AI was removed to restore the old timer for cncnet. I made sure that both the improved AI and the timer are now working, waiting for funky to update and readd them.  So if u tried the AI and u noticed it's the same as the default, this is the reason. Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted May 28, 2015 Author Share Posted May 28, 2015 How did you do that? Please also share the information on the d2kplus wiki.What I did was just patching the game so it reads a text file instead of a binary .mis file, this way you can just put the names of the variables and the game reads it, afterwards the game will create the binary .mis file for you with the settings contained in the the text file. The game got a lot of such text to binary converter functions for almost all file formats since the devs have been using them to create all the files I put all the info in here:http://forum.dune2k.com/topic/23961-mission-ai-research/?p=389923 here is the hacked dune2000.exe: http://funkyfr3sh.cncnet.org/files/d2k/MisConvertHack.zipIt will launch you into a game, you can exit right away 2 Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted May 28, 2015 Author Share Posted May 28, 2015 The improved AI was removed to restore the old timer for cncnet. I made sure that both the improved AI and the timer are now working, waiting for funky to update and readd them.  So if u tried the AI and u noticed it's the same as the default, this is the reason.Yes, the new AI was removed for a moment cause there were problems with the timer, the new AI is now online again and can be used in Skirmish+multi-player Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted May 29, 2015 Author Share Posted May 29, 2015 Updated the AI again, new settings:Â [AI]SquishRange = 10UnitBuildPriority "ATREIDES COMBAT TANK" = 99.0UnitBuildPriority "HARKONNEN COMBAT TANK" = 99.0UnitBuildPriority "ORDOS COMBAT TANK" = 99.0UnitBuildPriority "MISSILE TANK" = 99.0UnitBuildPriority TROOPER = 99.0UnitBuildPriority QUAD = 99.0BuildUnitRandomPercentage = 0MaxBuildings LIGHT_FACTORY = 1MaxBuildings HEAVY_FACTORY = 1MaxBuildings BARRACKS = 1BuildRatio LIGHT_FACTORY = 99.0BuildRatio STAR_PORT = 99.0BuildRatio OUTPOST = 99.0[END]Â 1 Quote Link to comment Share on other sites More sharing options...
Feda Posted May 30, 2015 Share Posted May 30, 2015 By "updated the AI" you mean you added that to cncnet? Cuz you set them to build 1 factory of each type onlyWhat do those priority values mean? Quote Link to comment Share on other sites More sharing options...
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