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Old April 16th, 2007, 02:26 PM

badger45 badger45 is offline
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Default AI Picklists

Hi All,

especially you guys, who continually upgrade the game - great job. I have a question about picklists (didn't know which forum to use, so I used this). I would like to modify them for some forces I usually play against - primarily because I often encounter lots of infantry and few APCs.

As I figured out, there are 3 components in read-only "do not modify" files - first one is the picklist itself P0#00# (first # is OOB set), its contents are numbers of formations and something more I cannot figure (numbers like 3500 and so on - is it a number of points AI will spend?). Second file is PK0#00# (first # is OOB set). This determines which P0 to use according to time period. I don't quite understand the need to use three different picklist timelines (like US for example has three different files). The last component is complete enigma - I mean the file named PK20#00.

Can you please explain me 1] the mysterious not-formation numbers in first file, 2] multiple timelines 3] the last component, that is PK20#00 file? If these things are not suited to forum, I'sorry to brought them here...

Why do I need to change it? I would like to see some computer generated campaigns with APCs and mechanized infantry. So far the picklists rarely assure, mechanized troops make it to the field.

Thanks in advance anybody, who has an answer and replies.

badger45
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  #2  
Old April 16th, 2007, 04:39 PM
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Mobhack Mobhack is offline
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Default Re: AI Picklists

Quote:
badger45 said:
Hi All,

especially you guys, who continually upgrade the game - great job. I have a question about picklists (didn't know which forum to use, so I used this). I would like to modify them for some forces I usually play against - primarily because I often encounter lots of infantry and few APCs.

As I figured out, there are 3 components in read-only "do not modify" files - first one is the picklist itself P0#00# (first # is OOB set), its contents are numbers of formations and something more I cannot figure (numbers like 3500 and so on - is it a number of points AI will spend?). Second file is PK0#00# (first # is OOB set). This determines which P0 to use according to time period. I don't quite understand the need to use three different picklist timelines (like US for example has three different files). The last component is complete enigma - I mean the file named PK20#00.

Can you please explain me 1] the mysterious not-formation numbers in first file, 2] multiple timelines 3] the last component, that is PK20#00 file? If these things are not suited to forum, I'sorry to brought them here...

Why do I need to change it? I would like to see some computer generated campaigns with APCs and mechanized infantry. So far the picklists rarely assure, mechanized troops make it to the field.

Thanks in advance anybody, who has an answer and replies.

badger45
The following file should be reasonably up to date, still (though the pick lists supplied as examples will be from the dos days, so unlikely to be current, that is irrelevant).

The attached files are all the help or information on the subject of AI pick lists that will be supplied. It is also expected that you know how to test AI picklist purchases. Unzip it with path info as there are 2 sub-folders.

Cheers
Andy
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File Type: zip 512187-MBT Pick List Design.zip (49.8 KB, 316 views)
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  #3  
Old April 16th, 2007, 05:08 PM

badger45 badger45 is offline
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Default Re: AI Picklists

Splendid! You're lucky you're not anywhere near to me, since I would kiss you That's precisely the info I needed, and it is far ahead my expectations!

Thankx again!


BTW can you please correct warhead size of RPG-8V from completely wrong 2 to more precise 3? Just kidding Russian kidding

badger45
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