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Gaming > Command and Conquer Red Alert > Re: Improving c...
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Re: Improving computer AI in Red Alert 1

by "TCipollina" <joesdad@[EMAIL PROTECTED] > Aug 9, 2005 at 01:00 AM

<aine_canby@[EMAIL PROTECTED]
> wrote in message
news:1123518251.227970.29280@[EMAIL PROTECTED]
> Hi all,
>
> I love red alert 1. I've played RA2, TS and Generals also but I don't
> think they compare. It would be cool if they could release an improved
> version of Red Alert with better graphics and better AI.

WOO WOOO.
sorry i couldnt contain myself.
today is your lucky day. you hit 21!

Sorry if i'm a bit nuts, but that is what C&C does to me
a while ago i lamented the same sad sonet.  and someone answered me.
i wanted C&C Tiberian Dawn modified to have all the current features of,
say, Tiberian Sun.
and someone did it! they mod'd TS to look and act and play like Tiberian
Dawn.
So when i got your message, i said. hmmmmmmmmm
what if someone did TS mod like RA!
and i found it... mod #21 on the list is :

"21. Red Alert Gold for Tiberian Sun v1.2
Date Added: 8/1/2000
Author: Red Alert Gold
Size: 9.3 MB
Current Rating (Rate!): 9/10 (10 votes)

This modification is designed to bring back the happy offensive war-fest
of
Red Alert using the Tiberian Sun engine. This version brings back Red
Alert
Gold through Tiberian Sun. Many of the units retain their same unit
statistics. If you loved Red Alert and were vastly disappointed with
aspects
of Tiberian Sun, then you'll be in for a treat. The tanks are back in the
role they played in Red Alert. The super weapons, for the most part, are
gone."

it can be found at :


http://www.planetcnc.com/files/main/index.asp?category=tiberiansun&section=modifications&page=3&sort=&order=desc&pagesize=

so test it out.  it seems to be done by a different person than did TD.  I
think you will like it.

hmmmmmm, you do need TS to play it (and maybe Firestorm?, check with the
author)


>
> Myself and my mates play LAN games from time to time. We designed our
> own RA1 map with four bases in each corner completely walled off expept
> for a 10 square entrance to each base. Each base is therefore square
> shaped, with each taking up about a fifth of the total map size. Each
> base is completely filled with ore expect for a small patch to get your
> base started. This map results in games which can take up to 3 hours to
> complete - great fun. Each player would also have hundred of tanks at a
> time.

3 hours? child's play. my 2 buds and i would play TS againg the AI. we
would
be shoulder to shoulder and backs to the wall for 5+ hours fighting the
good
fight.   But hey, I'm happy for you

>
> I also play this map against the 3 computers on hard, but the computer
> is rather dim and I was wondering if anything can be done to improve
> the AI for this game. FOr example, can you get the computer to use
> nukes? Why don't they build more than one construction yard? Why do
> they wait until you build air units before they start building them?
> Any other improvements I could make? I've looked in rules.ini but I
> can't see these options...
>
> I dont really like Red ALert 2 because the units are bulky and I prefer
> having large armies. Generals seemed to be all about fancy 3d graphics,
> and little about game play. Are they're any other war strat games out
> there that I might be interested in?
>
while Tiberian Sun's single missions suk'd, i still love their
multiplayer.
as mentioned, my buds and i will ally and play for hours. Killing,
maiming,
you know, they usual jovalities....
Or even better, mod it for the original C&C Tiberium Dawn. HEHEHE, that
was
left handed

> Thanks for your help,
>
> Aine.

your welcome

-- 
Fight Win Prevail
But Never Cheat
 




 2 Posts in Topic:
Improving computer AI in Red Alert 1
aine_canby@[EMAIL PROTECT  2005-08-08 09:24:11 
Re: Improving computer AI in Red Alert 1
"TCipollina" &l  2005-08-09 01:00:58 

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tan12V112 Sat Jul 19 19:20:34 CDT 2008.