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-   -   AI Patching requests (http://forum.shrapnelgames.com/showthread.php?t=5057)

Andrés February 12th, 2002 05:22 PM

Re: AI Patching requests
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>- skip to "*begin*"
- insert block text of orders to research bases2/sats2.
(Note: Must find an exact quote of the desired research command)
- skip to next instance of "ship con" or "base con"
- multiply value of entry by 3
- repeat from step 3 until EOF<hr></blockquote>
That's right exact quote should look something like this:
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>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 := Base Construction
Tech Area Level := 2
Tech Area Min Percent := 25<hr></blockquote>
Not sure if increasing a value of 9999 to 29997 can generate an error, think not, max allowed value must be 65k. But ship construction in this mod only reaches to 60, so maybe multiply by 3 if &lt; 60.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Design_creation:
Not quite sure what all the changes here are...
- do you want to copy-paste the attack ship, colony ship, and then make two flavours of edits?
- for the others, do you just want to set the properties after the "..."?<hr></blockquote>

Smallest ships need/can only fit a few engines. And all bigger ships need 6 engines.
Copying and pasting seems as the easiest way to patch it.
Note that some AIs include different designs for different sizes. I don't know if it's possible to make the program able to recognize and patch those accordingly.

Colony ship design is very similar in all races, so maybe it's easier to make the program add a block text with the 3 (rock/ice/gas) small colony ships.


<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Note: arbitrarily setting the majority weapon family could be dangerous, since the AI might not do any research in that area.<hr></blockquote>
I know and it was only done to benefit very small and very early ship sizes.
If there's not enough space in the ship to accommodate the majority weapon pick 1, AI will not try with pick 2 but it will create a weaponless design. What isn't that bad since those ships suck in combat anyway, and the only reason you need this small attack ship is as an early explorer.

Suicide Junkie February 16th, 2002 06:34 PM

Re: AI Patching requests
 
Phoenix-D: AIPatcher2.exe, supporting Generic QNP Patches.

Andrés:
What's the name for the sat construction tech area you wanted at the beginning of the research file?

Also, do you have a "before and after" copy of a patched AI design creation that I can look at?

Andrés February 16th, 2002 06:43 PM

Re: AI Patching requests
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>What's the name for the sat construction tech area you wanted at the beginning of the research file?<hr></blockquote>
Standard name, I didn't change nor make any new tech area. IIRC "Satellite Construction"
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Also, do you have a "before and after" copy of a patched AI design creation that I can look at?<hr></blockquote>
I had included some patched standard races in the mod. I'll see if can send you the files later.

Suicide Junkie February 16th, 2002 07:31 PM

Re: AI Patching requests
 
Ok, I've got the research bit done now.

Phoenix-D February 16th, 2002 10:07 PM

Re: AI Patching requests
 
"Phoenix-D: AIPatcher2.exe, supporting Generic QNP Patches."

Thanks. That will help a lot.

Phoenix-D


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