Aleksandr Missions 1-4 updated, Introducing the Bombardier! |
Aleksandr Missions 1-4 updated, Introducing the Bombardier! |
24 Mar 2018, 0:55
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#1
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Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 |
Well...I couldn't not update the Aleksandr campaign now that the Shock Trooper Bombardiers are here
I've also streamlined the Aleksandr sub-faction even further and made changes to the UI. Full changes are in the description of the download page. Mission 5 will be updated soon. http://www.moddb.com/mods/rise-of-the-reds...r-campaign-act1 As always, Good luck General. |
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29 Apr 2018, 1:35
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#2
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AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
QUOTE I would love to, problem is the mission is laggy as it is and making it bigger would make it worse, I'm still a novice when it come to optimising scripts and AI, once I improve I will try and make bigger and better maps I did notice in several missions you have a nasty habit of ordering attack teams (non pre-existing) to simply hunt. That's rather taxing. It'd be better if you create specific attack paths via waypoints and assigning teams to follow these paths > then hunt as less calculations are needed. In addition to that, if you want to go bigger, it's better to segregate the AI into multiple smaller ones with the same team color. For example in Vanilla Generals, the final mission in the china campaign had 3 Green GLA AIs , each with their own scripts. ( the outpost, the city and the mountains). It will create the illusion that the AI forces are vast, while in reality it's really more than just 1. It's alot less taxing that having 1 LARGE AI doing the bulk of the work This post has been edited by Mizo: 29 Apr 2018, 1:40 -------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
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