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Skitt
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

M01
simulation is not RUSSKIE enough make it winter please!!!
Skitt
QUOTE (M01 @ 23 Oct 2016, 15:05) *
simulation is not RUSSKIE enough make it winter please!!!

Didn't think of that, think i will do that ty
M01
QUOTE (Skitt @ 23 Oct 2016, 22:29) *
Didn't think of that, think i will do that ty


makes me think that attacking Russia during winter....

well.....

lets just say you're gonna have a bad time
M.P
The evil russian winter should damage, demoralize and slow all infantry and tanks as well. Don't forget to implement that one.
Storm
Humble thanks for something different to try.
X1Destroy
It's quite easy in the beginning due to having oil, but get really hard later. I like it.

The Russian AI spam a crapton of infantry and just leave them at the center of the base and never send them to attack. This cause quite some lag.
Skitt
QUOTE (X1Destroy @ 23 Oct 2016, 20:15) *
The Russian AI spam a crapton of infantry and just leave them at the center of the base and never send them to attack. This cause quite some lag.

yeah i noticed that, i think its the capture teams scripts not turning off gonna look into it when iv finished with the snow retexture.
M01
QUOTE (Skitt @ 24 Oct 2016, 6:34) *
yeah i noticed that, i think its the capture teams scripts not turning off gonna look into it when iv finished with the snow retexture.

SSSSSSNNNNNNNNNNNOOOOOOOOOOOWWWWWWWWWWWWW!!!!
WWWWWWWWWIIIIIIIIIIIIINNNNNNNNNNNNNTTTTEEEEEEEERRR!!!


BTW when they reach rank 3 and use conscript drop with armor reserves they tend to ignore them and leave them alone in their base unless you attack their base

So far I won using ECA any tips on USA???
Skitt
QUOTE (M01 @ 24 Oct 2016, 0:38) *
BTW when they reach rank 3 and use conscript drop with armor reserves they tend to ignore them and leave them alone in their base unless you attack their base

So far I won using ECA any tips on USA???


TY u just solved the conscripts in its base issue. ill move the drop points for para drops.

for usa? firebases/protectors/Comanches/wasps/cyclops. rapters for the mstas. turtle your ass off until you get some decent eco up then start the bombing campaign or go full tank spam and brute force your way in.
u may have noticed that the AI generaly only attacks down the center so use the flanks for your armys
M01
QUOTE (Skitt @ 24 Oct 2016, 9:26) *
u may have noticed that the AI generaly only attacks down the center so use the flanks for your armys


unless you're china spam, cause why the fuck not
Skitt
Download link updated:
Map is now snow themed to make it more Russian
conscripts massing in the base has been fixed.
some minor terrain fixs done.
gla now starts with its command truck
Rohan
I played the GLA version. I saw that all of the enemy units would go for a certain building (In my case a Duksha Nest) and would ignore all my units in their pathway. So all that you need to do is mob the enemy units while they are coming and destroy them. The only enemy unit which attacked my units when it came into range where the Kodiaks and Berkuts, the others don't do that. This AI behavior made it very easy to stop the Russian AI attacks.
Skitt
QUOTE (Rohan @ 9 Nov 2016, 17:57) *
I played the GLA version. I saw that all of the enemy units would go for a certain building (In my case a Duksha Nest) and would ignore all my units in their pathway. So all that you need to do is mob the enemy units while they are coming and destroy them. The only enemy unit which attacked my units when it came into range where the Kodiaks and Berkuts, the others don't do that. This AI behavior made it very easy to stop the Russian AI attacks.



well thats a new bug...it wasnt doing that in tests
but i think i know why, its already fixed in this version but not at the same time
Rohan
QUOTE (Skitt @ 10 Nov 2016, 1:21) *
well thats a new bug...it wasnt doing that in tests
but i think i know why, its already fixed in this version but not at the same time


What do you mean by the bold ?
X1Destroy
I have to admit, a blob of 4 Sentinels with zero escorts are yummy preys for Hijackers and suicide rebels. Playing as GLA on this map is like a walk in the park.

Sure it's a tank general map, but the only infantry that the AI actually used were RPG and Shocktroopers. Might need more conscripts.

If possible, I like to have armor reserves begone. The AI never bother to use the empty vehicles. They're just stand around wasting precious game performance.
Skitt
QUOTE (Rohan @ 10 Nov 2016, 11:28) *
What do you mean by the bold ?


tongue.gif

QUOTE (X1Destroy @ 10 Nov 2016, 11:31) *
I have to admit, a blob of 4 Sentinels with zero escorts are yummy preys for Hijackers and suicide rebels. Playing as GLA on this map is like a walk in the park.

Sure it's a tank general map, but the only infantry that the AI actually used were RPG and Shocktroopers. Might need more conscripts.

If possible, I like to have armor reserves begone. The AI never bother to use the empty vehicles. They're just stand around wasting precious game performance.

normal or snow version of the map? im sure i disabled that gp in the snow upload
BlackRangerXIII
After playing the russian version trying to get my defenses up (That's how I play) and I can say. It's unplayable. (Experienced with 1.87 public beta)

Due to the Prices and the timing of the attack it's kind of hard for me to keep the defenses up. (Since I'm a casual turtle player)
Is there any way that you could make an easier version for casual players who wanted to just spend time preparing?
X1Destroy
The maps are broken on 1.87 due to the new changes I think.

It played different in 1.86, there was no early Boris airstrike rushes. And attack waves were different.
M01
The tactics you can use for most faction didn't change much,

but if you messed up you get hammered by a BLACK BEAR.

Also due to 1.87 change Boris is now much more of a pest. Him switching from different loadout's is extremely annoying and you wouldn't know when a mig strike or rocket harass might occur

USA actually have a hard time here as the Fire base was replaced and limits its turtle capability (Hives had less range)

Russia as long as you can hold until T2 or Rank 3 you can actually hold them off

China has both turtle and blob capabilities still intact

ECA and it's turtling capability makes this the most easiest

GLA as long as you can hold until you get hijackers and the yummy recycler upgrades you'd be fine... plus you can use the tunnel system which is great!

Also if this gets updated can the map get a proper make over... some parts are a bit annoying to the eye plus the dirt brown and snow white combination is a pain to look at

Plus add snow/winter pls.. screwyou.gif
Skitt
QUOTE (X1Destroy @ 5 Jan 2017, 13:22) *
The maps are broken on 1.87 due to the new changes I think.

It played different in 1.86, there was no early Boris airstrike rushes. And attack waves were different.

imposible.

the challenge was built on 1.87 dureing the test builds prior to pub build 1.87.
the 1.86 version that was out previous was a dumbed down version with the 1.87 stuff removed as i got sick of ppl asking.


also @m01 i thought this was the snow version?
(or did i forget to update the thing again)
BlackRangerXIII
@M01: Yep
1.87 just made the maps complicated. Never had that much trouble with Russia in Skirmish (1.87 A.I. was a godsend)

@Skitt:
Mine is snowy
Probably he has an early version of the mappack

So uhhh......... any possibility of a casual version or a fixed version?

Also What 1.86 version?
Skitt
i could tone it down slightly i suppose.
and yeah the AI on this is a bit... weird
its a mix of the original zh tank gen AI crossed with one of mizos first 1.87 ai builds and some of my own, updateing it wont be too difficult if needed.

ill probs give it an update at somepoint in the next cupple weeks, same for the china and eca challanges and get the usa one 100% finished that ones still to intense for pub release.

and there was a 1.86 version knocking arround so ppl could try it with all the 1.87 content removed.
Mizo
Skit I can give you a script that will reduce the base cluttering, jusy PM me whenever you are going to start edetting it.

I added them in the newest internal builds.
Skitt
the only base cluttering it has is the con drop gp
Purple
Playing this on 1.87 and I have to say that the AI is way too hard. Like it's easily on the same level as the hardest AI setting for skirmish games. And whilst some people are ok playing with that I just get rolled over far too easily. And that makes me sad. sad.gif

I hope that the official scenarios when they come out in 2.0 won't be this brutal.
Mizo
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.
Purple
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.
Skitt
QUOTE (Mizo @ 5 Jan 2017, 22:29) *
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 biggrin.gif 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


QUOTE (Purple @ 5 Jan 2017, 22:45) *
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 tongue.gif
Purple
QUOTE (Skitt @ 5 Jan 2017, 23:59) *
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 tongue.gif

Well actually Easy was not really that easy. But only because the AI had access to infinite superweapons in the original and would turn the whole game into a superweapon whackamole. And as far as the old medium being ROTR easy AI yes, that is as it should be. Because to be perfectly honest playing 1.87 I can only reliably beat the AI on easy. And I am probably not alone. 1.87 has a massively insane difficulty spike on account of just how much cash the AI gets by cheating.
Mizo
QUOTE
erm, u may wanna look at the script setup biggrin.gif 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


Ah, I see. All good then, but ugh that's gonna be a hassle ( or not depending on whether you like editing teams).

QUOTE
1.87 I can only reliably beat the AI on easy. And I am probably not alone. 1.87 has a massively insane difficulty spike on account of just how much cash the AI gets by cheating.


There is a misconception going around that 1.87 AI cheats more than the previous 1.86 one , which needs to be cleared out.

In terms of overall cheat cash, the newer AI gets around 25% - 35% cash depending on their GP set, however this cash is not given to them in one go, but is rather the total amount they get from their "achievements". Destroying their tier structures and expansions actually lowers that amount by alot, and they'd need to rebuild them then wait for the next dosage to come. Previous one was literally 'every 60 minute give AI x cash" and other others that gave it cash at specific timings akin to ZH, and you can't really do anything about it.

Now the reason why the new AI feels more aggressive is due to the fact that I removed several Zerohour relics that made the AI spam units in base and never use them, making the base clog and the game laggy. I simply removed them , and made the AI be aggressive and always collect unit in its base for attack. This results in those teams being killed more often, which in return made the AI rebuild them more frequently, which overall, increased the unit count.
Purple
It's just that from my experience it's gotten a lot harder to starve the AI than it used to be. But maybe that's just a function of it no longer giving me enough of a breath air to actually focus on doing that rather than constantly being forced on the defensive.
Mizo
Yeah, admitingly current medium is abit wacky tongue.gif
Am trying to adjust them in the internal builds so that they're closer to easy's style albiet faster.

By the way , if medium is too hard, and easy is too easy, have you tried playing against 2 easy AIs allied with each other ? It's quiet fun biggrin.gif
Purple
That's basically how I play most of the time. But than lag becomes a serious issue.
franko
link is broken
franko
link is broken
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