#Wargame red dragon ai mod mod
are reserve zones the objectives?ĭo not copy a new unit in mod manager it will bug out. Gives starting point, owned zones, and etc. You cannot add new battle group and you cannot delete one. TEuggamemoduleinstanceworldcontrollerdescriptorįor list of all controller types. GfxSecondaryWeaponModel is for the Sergeantġ is for primary rifle, 2 is for AT, 3 is for CQC primary, 4 is for MGĠC565AD652360E00 = cate A = null (deck constraints)įuite_IAstrat = unit type category for aiįiremodule 42735 is the generic fire as in non-napalms. GroupeCombat > TGroupeCombatModuleDescriptor > GfxWeaponModels If unit can go on water, speed, acceleration, deceleration and etc. movement handler (amphib not controlled by mouvementhandler, but in company module?) PorteeMaximaleHA: 130000 1750m range 13000 = 1 175m incrementĥ20 = 7 spread 1 spread level increase per 1/8 range increaseġ400, 1000 all speed are x52 compared to real speed. Medium land good air (AA heli med): 28181 CompanyUnit > CompanyDescriptor > Modules.CompanyUnit > CompanyDescriptor > Modules > ModernWarfareOderable > default = 53758.create transporter module on desired unit.ġ8863 inf transport, no bonus unload damage?Ģ7675 presumably heli transport, extra damage to inf if dead.Tmoduleselector > TModernWarfareDamageModuleDescriptor > CommonDamageDescriptor > TblindageProperties Save your changes in the modding suite and go see if the unit appeared in game. Fill each list appropriately with LocalisationHash type entries, I personally followed the same ones as the chinese Type 59 Repeat the operation until you have 4 entries in the Filters listģe. In the two fields, first one should be Int32, the second one should be Listģc.
Add a new entry to the list of Map typeģb. Curious what everyone else is doing out there.I recreate these EXACT steps and I able to successfully make the Type-80-II appear and switch it over to BLUFOR:Īdded property value UnitTypeTokens, filled the list with one random spec with a LocalisationHash type.Īdded property value Filters, which is filled as such:ģa. Found that has been much more effective when playing to a particular strategy. Speaking strategy - when creating decks, you guys creating more "balanced" forces (doesn't excel in any one area), or more "specialized" forces? Every iteration of Wargame I've had maybe one or two modular decks (somewhat of a "jack of all trades" deck) and everything else highly specialized. Caveat being that I'm rarely online lately (have a 3 week old newborn at home), so gaming time is becoming increasingly lacking, but I'll contribute where I can.
#Wargame red dragon ai mod free
In the meantime, feel free to add me - IceFire1424 on Steam (and in W:RD). My thought is we get a GAF "clan" together - foster a little more communication, and use the (pending) OT to talk strategy and set up a couple team battles. Still haven't gotten online yet, but was the same case in EE and ALB - there are some impressive "teams" out there who specialize in certain roles and compliment their teammates exceedingly well. That's definitely the problem playing with randoms. It wont be able to spot your units without proper recon, and thus being able to bomb (or smoke ) your position blindly like before. The AI will no longer react to units it doesnt see, allowing effective sneaky or flanking tactis like against any human player. The AIs behaviour regarding the rules of vision has also been improved. ¤ in campaign, the AI will be able to combine play different battlegroups strenght & weaknesses to get the best out of them. Therefore, you will be able to create AI decks that serve your strategy as an ally or fight against an enemy which you have designed yourself ! Just like a sparing partner. You can create, customize, and assign decks to every AI slots individually. ¤ in skirmish or multiplayer, all your decks are shared with the AI. Now with this new AI, new possibilities are open : In Red Dragon, the AI has been entirely reworked so to be able to play with whatever deck it is given. In European Escalation & AirLand Battle, the AI had been trained to play with some specific, pre-defined decks. And especially its ability to play with decks. The first new feature we wish to talk about is AI improvement.