Battle Simulation Ironbear, Russia challenge maps |
Battle Simulation Ironbear, Russia challenge maps |
23 Oct 2016, 8:58
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#1
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Russia Challenge maps "Okay, Lieutenant Newbie. Today, we're gonna mix it up a bit: The AI will be simulating the tactics of legendary PLA general Ta Hun Kwai, with a twist: He will be using Russian hardware. Let's see how you handle this one. VR is online, simulations starts in 3...2...1..." Same drill as the ECA and China challenge maps. in the archive there is 5 maps, each map is for a faction to fight the Russia AI on the Tank generals challenge map with Kwai's audios. just drop the maps named: Battle Simulation Ironbear - China Battle Simulation Ironbear - ECA Battle Simulation Ironbear - Gla Battle Simulation Ironbear - Usa Battle Simulation Ironbear - Russia into your maps folder. documents/command and conquer generals zero hour data/maps Word of warning: Starts off easy and gradually picks up pace don't expect this to be easy in late game. Any problems just let me know. Thanks to MARS for the VR background story to explain the audios + russia This post has been edited by Skitt: 27 Oct 2016, 10:11 -------------------- |
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5 Jan 2017, 23:59
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#2
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Perhaps setting 3 difficulity variants for the Challenge which is very easy to do. Delay between building attack teams can be manually be delayed via scripts. Would be a good idea, to have it in this set up : Easy : 25 seconds Medium :17.5 seconds Hard : 5 seconds. That would definitely make a difference without going on the hassle of re-editing all the attack teams. As a resualt , while the attacks still retain their ruthlessness, you are given a much bigger window of time and breathing space to build up beforehand. At the moment the teams are build attack teams at interval of 15 seconds which is halfed incase the AI is "rich" which is most likely the case. So you end up with a 7.5 second build delay. erm, u may wanna look at the script setup its gonna be a full rewrite and more teams to do that. also i know why the AI rushs the player anyways. its currently ignoring the can/cannot build scripts not been able to get it to obay them for the 5 months i was working on this. though iv got a way around that i can do to delay the ai for a further 3 mins with no hastle Er... If you ask me, as far as difficulty goes the original ZH Generals Challenge on Medium and Hard had the difficulty about right. So like ideally you'd want your new easy to be the old medium, your new medium to be the old brutal and your brutal to be what ever sadistic nightmare you can think up that can top that without making it unplayable. easy was too easy, medium was rotr level of easy AI, hard was medium level rotr ai for that map in comparison to current 1.87 AI level "sadistic nightmare" <----- the usa challenge map atm -------------------- |
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