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Re: whatis filler tech, exactly?
Basically that's right - although the cost of the Filler tech's does rise from the strting cost of 1pt - by level 38 for example, it costs 722 points.....Not sure what the Last level 50 costs, cant be much though....
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Re: whatis filler tech, exactly?
I think that is the idea. It basically limits the AI to 2 useful projects that have all the points devoted to them.
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Re: whatis filler tech, exactly?
I guess this brain of mine isn't big enough to wrap around this one. But i'll give it one more shot: i'll try the "example" approach.
in this example, the ai is trying to research armor, shields, PD, and missles. here is the research queue: Chemestry missles filler tech 1 FT 2 armor 1 Military science FT 1 FT 2 armor 2 PD 1 FT1 FT2 etc etc etc Ok Turn one, 1000 research points: chem 0%, missles 0%, FT 1 0%, FT 2 0% Turn 2: FT 1 and FT 2 completed chem 2%, missles 2%, ... error: can't research armor w/out first researching chemistry. ooooooooooo, why is the ground moving under my feet????? |
Re: whatis filler tech, exactly?
I think the way it works is that the filler techs are alway chosen if another tech needs to be researched. So in your example the two filler techs would continue to be the next two techs chosen until one of the other "useful" techs were researched. Then the two filler techs and another "useful" tech would be chosen.
I think you can waste points this way but it does let the AI always concentrate on two techs at once. At least that's the way I think it works. |
Re: whatis filler tech, exactly?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Ok Turn one, 1000 research points:
chem 0%, missles 0%, FT 1 0%, FT 2 0% Turn 2: FT 1 and FT 2 completed chem 2%, missles 2%, ... error: can't research armor w/out first researching chemistry.<HR></BLOCKQUOTE> I'm thinking that it would be: here is the research queue: Chemistry (upto 1) missles (upto 2) filler tech 1 (upto 50) FT 2 (upto 50) armor 1 (upto 1) Military science (upto 1) FT 1 (upto 50) FT 2 (upto 50) So instead, it would go Turn one, 1000 research points: chem 0%, missles 0%, FT 1 lvl1 0%, FT 2 lvl1 0% Turn 2: FT 1 and FT 2 completed chem 2%, missles 2%, FT 1 lvl2 0%, FT 2 lvl2 0% No error. |
Re: whatis filler tech, exactly?
The AI does not divide research points - it applies them to the first item in the queue and then the next and then the next etc...
So in the example provided; Chemistry I Missile II Filler Tech 1 I Filler Tech 2 I Armour I Missile III Missile II will not get started until the full 50k of research has occurred on Chemistry, likewise, Filler Tech 1 cannot be started until 30k of research has occurred on Missiles. eg Once Chemistry I is researched, the AI's research queue will look like this; Missile II (x pts researched) Filler Tech 1 I (0 points researched) Filler Tech 2 I (0 points researched) Armour I (0 points researched) Given that Filler Tech 1 I and Filler Tech 2 I only cost 1pt each to research, it is likely that they will be completed in the same turn as Missile II is achieved (unless there are no research points flowing over after Missile II is achieved - ie if you are researching 3000 pts a turn and Missile II requires 2998 pts, then the remaing 2 pts left over will of course be enough to complete both of the Filler Techs as well). eg the AI's queue will then look like this; Armour I (x pts researched) Missile III (0 points researched) Filler Tech 1 II (0 points researched) Filler Tech 2 II (0 points researched) Regards, GE |
Re: whatis filler tech, exactly?
Someone should go back through all of the Posts and find all the good ones on modding adn compile them... be a good resource
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Re: whatis filler tech, exactly?
***blush***
ok. that makes sense. i don't know why it didn't before. ***blush*** so, ummm, how would I add this mod into my mods? It sounds like it would help the ai out quite a bit. I currently only have TDM and Q's phong and CuaCappa. ***blush*** [This message has been edited by dumbluck (edited 26 May 2001).] |
Re: whatis filler tech, exactly?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Someone should go back through all of the Posts and find all the good ones on modding adn compile them... be a good resource<HR></BLOCKQUOTE>Dubious has started on this; check out the SE4 Modders Guide in the Mods forum.
------------------ Cap'n Q The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft |
Re: whatis filler tech, exactly?
It's not too hard, I added GE's (GE we bring good things to life? LOL sorry I don't know why I thought of that) research mod over the TDM modpack and modded most of the TDM AI's to use it. If you're using the standard techs just copy GE's techarea file over your old one. If you're using a modified tech file just copy the two filler techs and add them in. Other than that you need to add in these lines to the AI research files
AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term) Tech Area Name := Filler Tech 1 Tech Area Level := 50 Tech Area Min Percent := 100 AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term) Tech Area Name := Filler Tech 2 Tech Area Level := 50 Tech Area Min Percent := 100 Personally I added them in as the 5th and 6th entries, because I use the starting resource setting of 100k that way the AI doesn't lose a lot of points. If you use a lower setting you'll probably want them as the third and fourth entries? Anyhow I'd suggest you download GE's mod and take a look at how he set up the AI files. That is if he doesn't mind us doing that? PS GE did you ever play Traveller? |
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