they only seem to be placed wrong toward human beeings :) if you click on a mex and check its extractor radius you'll see that the placement fits...BvDorp wrote: Noticed all the mexes are placed wrong, by both OTAI and AAI. Also noticed how little CPU both AI's use! Awesome!
AAI 0.42 Airforce Bugfix release
Moderators: hoijui, Moderators
oddly enough, it didn't work for me until I copied the name that the AAI log said it was looking for, and that .cfg file uses spaces instead of underscoresmecha wrote:In case anyone else is tryiing to get .42 to work with FF, change the AMOBILE_ARTY_RANGE 1000.0 to MOBILE_ARTY_RANGE 1000.0 as XigXag stated earlier and also delete the line with learn_rate out of the cfg as well as renaming it to the correct version number of the mod that you are using (with underscores where spaces are)
It plays ok early on but doesn't make many capships nor does it use the capships that it has made.
So, it only worked after I modified the .cfg file and after I renamed the .cfg file to exactly what the log file said it was looking for (with spaces, not underscores).
weirdmecha wrote:
In case anyone else is tryiing to get .42 to work with FF, change the AMOBILE_ARTY_RANGE 1000.0 to MOBILE_ARTY_RANGE 1000.0 as XigXag stated earlier and also delete the line with learn_rate out of the cfg as well as renaming it to the correct version number of the mod that you are using (with underscores where spaces are)
It plays ok early on but doesn't make many capships nor does it use the capships that it has made.
oddly enough, it didn't work for me until I copied the name that the AAI log said it was looking for, and that .cfg file uses spaces instead of underscores
So, it only worked after I modified the .cfg file and after I renamed the .cfg file to exactly what the log file said it was looking for (with spaces, not underscores).