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Re: The Star Trek Mod - Final Update
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The reason the AI is using two of that armor must be because it has more than one ability and the design creation file is calling for both on the designs. I need to take a break from modding for a while so I will save these improvements until I feel up to modding again. I thinky they should be in the Version I release so I will hold off releasing the offical next patch until they are incorperated. I just want to put out a very sold mod so that we can finally get a few stable games going at PBW. |
Re: The Star Trek Mod - Final Update
Here is a quick test I did this morning for the Breen Frigate class design:
Name := Frigate Class Design Type := Defense Ship Vehicle Type := Ship Default Strategy := Optimal Firing Range Size Minimum Tonnage := 310 Size Maximum Tonnage := 330 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Weapon Minimum Speed := 2 Desired Speed := 2 Majority Weapon Family Pick 1 := 1 Majority Weapon Family Pick 2 := 25 Majority Weapon Family Pick 3 := 8 Majority Weapon Family Pick 4 := 2 Majority Weapon Family Pick 5 := 10 Secondary Weapon Family Pick 1 := 0 Secondary Weapon Family Pick 2 := 151 Secondary Weapon Family Pick 3 := 8 Secondary Weapon Family Pick 4 := 22 Secondary Weapon Family Pick 5 := 5 Shields Spaces Per One := 0 Armor Spaces Per One := 0 Majority Comp Spaces Per One := 200 Majority Comp Ability := Weapon Secondary Comp Spaces Per One := 200 Secondary Comp Ability := Weapon Num Misc Abilities := 12 Misc Ability 1 Name := AI Tag 02 Misc Ability 1 Spaces Per One := 50 Misc Ability 2 Name := Extra Movement Generation Misc Ability 2 Spaces Per One := 10000 Misc Ability 3 Name := Combat Movement Misc Ability 3 Spaces Per One := 100 Misc Ability 4 Name := Solar Supply Generation Misc Ability 4 Spaces Per One := 50 Misc Ability 5 Name := Emergency Resupply Misc Ability 5 Spaces Per One := 800 Misc Ability 6 Name := Armor Regeneration Misc Ability 6 Spaces Per One := 100 Misc Ability 7 Name := Shield Generation Misc Ability 7 Spaces Per One := 400 Misc Ability 8 Name := AI Tag 01 Misc Ability 8 Spaces Per One := 50 Misc Ability 9 Name := Combat To Hit Defense Plus Misc Ability 9 Spaces Per One := 10000 Misc Ability 10 Name := Combat To Hit Offense Plus Misc Ability 10 Spaces Per One := 10000 Misc Ability 11 Name := Multiplex Tracking Misc Ability 11 Spaces Per One := 10000 Misc Ability 12 Name := Point-Defense Misc Ability 12 Spaces Per One := 200 And the results: http://members.rogers.com/capt-kwok/...reendesign.png You might be able to set the desired/min speed to 0, and then call for the nacelles themselves as another ability and place them with the warp core. Anyway, the AI is adding extra scattering armor because it gives a better defense bonus than ecm components - hence why it is in the above design. If you fix up the ecm components - this shouldn't be a problem. |
Re: The Star Trek Mod - Final Update
Also note that I called for the impulse engines using their Combat Movement ability rather than their AI tag.
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Re: The Star Trek Mod - Final Update
Thanks CK, this is very helpful.
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Re: The Star Trek Mod - Final Update
1.8.9....AI, Vulcan...Unknown Energy Weapon......Unknown Enhanced Energy Weapon...Turn 1
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Re: The Star Trek Mod - Final Update
Just copy over another research file from another race and rename it Vulcan_AI_Research
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Re: The Star Trek Mod - Final Update
Fed Tec, No Build Pic for Replcator, can click on it and see it but not in build window
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Re: The Star Trek Mod - Final Update
Here are some more ideas for improving the mod's AI designs:
Create "component lineages" that are bound by a common AI tag # that Last throughout the entire game and cover both generic and racial technologies. Here are some generic examples of what I'm talking about: AI Tag X: Basic Armor - Emissive Armor - Racial Armor AI Tag Y: Hull Plating - Shields - Phased Shields Some key considerations for each lineage is to give the first tech level in a low tech start and use the AI tag # to call for them in the design creation file, rather than the explicit ability. This allows for easy design turnovers between components of different abilities, like emissive armor vs. regenerative armor - which may be the case in going from a general armor to a racial one. |
Re: The Star Trek Mod - Final Update
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Comp_1671 is the replicator component. |
Re: The Star Trek Mod - Final Update
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