Forged Alliance Forever Forged Alliance Forever Forums 2017-05-04T10:40:19+02:00 /feed.php?f=41&t=14227 2017-05-04T10:40:19+02:00 2017-05-04T10:40:19+02:00 /viewtopic.php?t=14227&p=147817#p147817 <![CDATA[Re: Getting AI to build Mod Units]]> Statistics: Posted by Lex Ryder — 04 May 2017, 10:40


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2017-05-04T09:18:26+02:00 2017-05-04T09:18:26+02:00 /viewtopic.php?t=14227&p=147809#p147809 <![CDATA[Re: Getting AI to build Mod Units]]>
This won't work: ( 2 or more units in a buildplatoon for the same faction)
Code:
UnitList = {
    T1GroundDefense = {
        Cybran = {'brmt1expdt2', 50}, -- Name: Pen mk2 (Experimental Point Defense)
        Cybran = {'brpt1pd', 50}, -- Name: Hethula-Uttaus (Heavy Point Defense)
        Cybran = {'brnt2pd2', 50}, -- Name: Ace mk.2 (Heavy Point Defense)
    },
}


This won't work: (more then one unique buildplatoon (like 2 x T1GroundDefense) in the same file)
Code:
UnitList = {
    T1GroundDefense = {
        Cybran = {'brmt1expdt2', 50}, -- Name: Pen mk2 (Experimental Point Defense)
        Seraphim = {'brpt1pd', 50}, -- Name: Hethula-Uttaus (Heavy Point Defense)
    },
    T1GroundDefense = {
        UEF = {'brnt2pd2', 50}, -- Name: Ace mk.2 (Heavy Point Defense)
        Cybran = {'brmt2pd', 50}, -- Name: Sabertooth (Heavy Point Defense)
    },
}


But if you use different platoons, you can fill up the file as much as you want:
Code:
UnitList = {
    T1GroundDefense = {
        Cybran = {'brmt1expdt2', 50}, -- Name: Pen mk2 (Experimental Point Defense)
        Aeon = {'brot1hpd', 50}, -- Name: Zpyker (Heavy Point Defense)
        Seraphim = {'brpt1pd', 50}, -- Name: Hethula-Uttaus (Heavy Point Defense)
    },
    T1LandDFTank = {
        UEF = {'brnt1htt3', 50}, -- Name: Predator mk.3 (Heavy Tank)
        Cybran = {'brmt1at', 50}, -- Name: Roach (Assault Tank)
        Aeon = {'brot1mt', 50}, -- Name: Lintea (Medium Tank)
        Seraphim = {'brpt1asta', 50}, -- Name: Hethistle-ve (Assault Tank)
    },
    T2ShieldDefense = {
        Cybran = {'qrb4208', 30}, -- ED6: Gilmore (Village Shield Generator)
    },
    T3ShieldDefense = {
        UEF = {'qeb4408', 55}, -- UHSD Puls: Cochran (Village Shield Generator)
        Aeon = {'qab4408', 55}, -- Cashton (Village Shield Generator)
        Seraphim = {'qsb4408', 55}, -- Atha Ythisioz (Village Shield Generator)
    },
}


And you can put up to 5 units in each platoon. For every faction one Unit:
Code:
UnitList = {
    T4LandExperimental2 = {
        UEF = {'qeb4410', 50}, -- EXHSD Puls: Bucksport (Metropolis Shield Generator)
        Cybran = {'qrb4410', 50}, -- ED8: Bovill (Metropolis Shield Generator)
        Aeon = {'qab4410', 50}, -- Jenks (Metropolis Shield Generator)
        Seraphim = {'qsb4410', 50}, -- Athayii Ythisioz (Metropolis Shield Generator)
        Nomads = {'qnb4410', 50}, -- Wagos (Metropolis Shield Generator)
    },
}

Statistics: Posted by Uveso — 04 May 2017, 09:18


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2017-05-04T02:00:47+02:00 2017-05-04T02:00:47+02:00 /viewtopic.php?t=14227&p=147783#p147783 <![CDATA[Re: Getting AI to build Mod Units]]>
Code:
UnitList = {
T1LandUnit {
UEF = {UELMOD1, 100},
}
}

Statistics: Posted by Lex Ryder — 04 May 2017, 02:00


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2017-05-04T00:21:38+02:00 2017-05-04T00:21:38+02:00 /viewtopic.php?t=14227&p=147781#p147781 <![CDATA[Re: Getting AI to build Mod Units]]> Statistics: Posted by Uveso — 04 May 2017, 00:21


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2017-05-03T22:45:52+02:00 2017-05-03T22:45:52+02:00 /viewtopic.php?t=14227&p=147777#p147777 <![CDATA[Re: Getting AI to build Mod Units]]> Statistics: Posted by Lex Ryder — 03 May 2017, 22:45


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2017-05-03T22:05:17+02:00 2017-05-03T22:05:17+02:00 /viewtopic.php?t=14227&p=147774#p147774 <![CDATA[Re: Getting AI to build Mod Units]]>
Also, that base is now the most OP base there ever was. Nothing will get through those.

Statistics: Posted by Lex Ryder — 03 May 2017, 22:05


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2017-05-03T20:57:18+02:00 2017-05-03T20:57:18+02:00 /viewtopic.php?t=14227&p=147769#p147769 <![CDATA[Re: Getting AI to build Mod Units]]>
i tested the mod wit 6 UEF Sorian AIx with 1.4 cheat+build.

All AI are building unit UEBMOD2 after 12-15 minutes.

It's working fine.

Image

Statistics: Posted by Uveso — 03 May 2017, 20:57


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2017-05-03T05:33:02+02:00 2017-05-03T05:33:02+02:00 /viewtopic.php?t=14227&p=147743#p147743 <![CDATA[Re: Getting AI to build Mod Units]]> https://drive.google.com/file/d/0B1S09OdRoX4UZ0ZhT21Kc3dqbWs/view?usp=sharing

Statistics: Posted by Lex Ryder — 03 May 2017, 05:33


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2017-05-01T21:56:46+02:00 2017-05-01T21:56:46+02:00 /viewtopic.php?t=14227&p=147659#p147659 <![CDATA[Re: Getting AI to build Mod Units]]>
without testing i can't say more. The syntax of the UnitList array is fine.

Maybe the case-sensitive unitID is the problem ?

[edit]
PS: "hook" dir is wrong;
Code:
\Mods\yourmodname\lua\CustomUnits\yourunits.lua

Statistics: Posted by Uveso — 01 May 2017, 21:56


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2017-05-01T21:27:19+02:00 2017-05-01T21:27:19+02:00 /viewtopic.php?t=14227&p=147657#p147657 <![CDATA[Re: Getting AI to build Mod Units]]> Statistics: Posted by Lex Ryder — 01 May 2017, 21:27


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2017-03-19T05:14:55+02:00 2017-03-19T05:14:55+02:00 /viewtopic.php?t=14227&p=145563#p145563 <![CDATA[Re: Getting AI to build Mod Units]]>
...mods/insane/hook/lua/

ModPointDefense.lua

Code:
UnitList = {
   T1GroundDefense = {
      UEF =   {'uebmod2', 100},
},
}

Statistics: Posted by Lex Ryder — 19 Mar 2017, 05:14


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2017-03-19T03:37:05+02:00 2017-03-19T03:37:05+02:00 /viewtopic.php?t=14227&p=145558#p145558 <![CDATA[Re: Getting AI to build Mod Units]]> Statistics: Posted by Sprouto — 19 Mar 2017, 03:37


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2017-03-19T01:01:48+02:00 2017-03-19T01:01:48+02:00 /viewtopic.php?t=14227&p=145547#p145547 <![CDATA[Re: Getting AI to build Mod Units]]>
Code:
UnitList = {
   T1GroundDefense = {
      UEF =   {'uebmod2', 100},
},
}

Statistics: Posted by Lex Ryder — 19 Mar 2017, 01:01


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2017-03-19T00:44:30+02:00 2017-03-19T00:44:30+02:00 /viewtopic.php?t=14227&p=145546#p145546 <![CDATA[Re: Getting AI to build Mod Units]]>
If testing is all your interested in, bump the 50 value up to 100, that will insure that he builds your new unit when he's ready build T1 Ground Defense.

If you want to add more than one unit to the T1 Ground Defense for the UEF, you'll need a second ModPointDefense.lua file, for example, ModPointDefense2.lua.

Statistics: Posted by Sprouto — 19 Mar 2017, 00:44


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2017-03-19T00:19:25+02:00 2017-03-19T00:19:25+02:00 /viewtopic.php?t=14227&p=145543#p145543 <![CDATA[Re: Getting AI to build Mod Units]]>
Code:
UnitList = {
   T1GroundDefense = {
      Cybran = {'urbmod1', 25}, -- Pointdefense from Logan
      UEF = {'uebmod2', 50,} -- Pointdefense from Logan
      UEF = {'uebmod1', 50}, -- Pointdefense from Logan
},

I never tried this myself so can't tell you for sure how to make it work but few things I know:

There's syntax error on this line
Code:
UEF = {'uebmod2', 50,} -- Pointdefense from Logan

the comma needs to be after the } bracket

Another thing is that lua tables are array of key = value,
which means that you have a key UEF and value {'uebmod2', 50}
but the next line overwrites it since you're defining key UEF again
so only this line
Code:
UEF = {'uebmod1', 50},

Will end up in the final table.

Statistics: Posted by speed2 — 19 Mar 2017, 00:19


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