Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem









@ Duckle up duckeroo, the vanilla AI for vehicles will target+shoot walls it doesn't own to clear a path, and the vanilla AI generally will accidentally shoot walls while targeting something else. The AI_VS_WALLS feature adds some additional situations in which the AI will target+shoot walls. (Infantry to clear a path, everything to unblock a target, everything if there are no better targets in range.)
@ Nyerguds, I think I need to incorporate that fix. You might consider changing the condition for the "Always prefer leader as fallback" stanza to (isleader || !foundLeader) in order to match the vanilla behavior in the "all busy, no leader" case preferring the last helipad.
"I finally deleted my temporary CFE PRP TD mod because, apparently, the newest stable version of CFE Patch Redux is the latest test build, and it is indeed a big improvement to version 1.8.
Thanks to Chthon for doing this amazing work."
https://github.com/Nyerguds/CnC_Tiberian_Dawn/blob/938905c2e9b929087b7c4dc9052c2bc9c1ca088c/CODE/AADATA.CPP#L615
Thanks to Chthon for doing this amazing work.