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AI Design
Is there any way to get the AI to design two or more different attack ship types at a time? It seems as though, if I define more than one Attack type ship in their design file, they only build the Last "attack" entry. It'd be nice if they were more varied.
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Re: AI Design
yes, that is possible. You can use the 'Boarding Ship' and 'Kamikaze Attack Ship' design types for you alternate Ships of the Line.
Those design types are treated just like Attack Ships in regards to inclusion into fleets. I use this a lot for my AI. Works fine. I usually do a 2nd Attack Ship with a different weapon combo and use the 3rd design for a support role (supply ship, repair ship, PD ship, and/or sensors; whatever fits your strategy best). [ February 15, 2004, 00:59: Message edited by: Rollo ] |
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Is it possible to get the AI to design and use ships that are cross between Attack Ships and Carriers?
Ships would have main weapons like an attack ship and be used mostly for the same purposes, but have one of two Fighter Bays. |
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I can get them to make alternate designs as well. Its a bit of a trick, but can be done. Thanks Rollo for the help on the STM.
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PS: that is also a good way to create alternate attack ships. [ February 15, 2004, 01:28: Message edited by: Rollo ] |
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That is actually a pretty cool idea.
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I was trying to get the AI to use more than two weapons types in the AI design creation file. My idea was to add an ability to the weapon components, so I could get the AI to add more than two weapon’s types to its design creation. e.g leaking armor. Using this idea, I was able to get the AI to make a carrier with three different weapon types excluding the point-defense weapon. I don’t know if this is a new idea or not. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Yeah, I thought of doing that as well. I might try it.
Right now, I'm fiddling with creating new ship "types" in the Construction Queue AI file, such as "Attack Ship - Long Range", "Attack Ship - Missile." So far I'm having no luck. |
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In my experience the AI construction vehicles file only use the default design type.
Default AI Design Type - Attack Ship, Defense Ship, Attack Base, Defense Base, Base Space Yard, Cargo Transport, Troop Transport, Carrier, Colony (Rock), Colony (Ice), Colony (Gas), Mine Layer, Mine Sweeper, Boarding Ship, Open Warp Point, Close Warp Point, Create Planet, Destroy Planet, Create Star, Destroy Star, Create Storm, Destroy Storm, Space Yard Ship, Mine, Satellite, Weapon Platform, Troop, Fighter, Create Black Hole, Destroy Black Hole, Create Nebulae, Destroy Nebulae, Satellite Layer, Kamikaze Attack Ship, Recon Satellite, Anti-Ship Drone, Anti-Planet Drone, Drone Carrier. But if you want a long range attack ship and a missile attack ship in the AI design creation file, try this. http://forum.shrapnelgames.com/images/icons/icon7.gif Colonial AI Design Creation File- Colonial Republic by TNZ Name := Gunstar Design Type := Attack Ship Vehicle Type := Ship Default Strategy := Optimal Firing Range Size Minimum Tonnage := 10 Size Maximum Tonnage := 2000 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Weapon Minimum Speed := 4 Desired Speed := 4 Name := Strikestar Design Type := Defense Ship Vehicle Type := Ship Default Strategy := Optimal Firing Range Size Minimum Tonnage := 10 Size Maximum Tonnage := 1400 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Weapon Minimum Speed := 4 Desired Speed := 4 |
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You cannot create new design types, but what you can do is using the design names in the queue. It is not working as well as using differrnt types (as described in my earlier post), though. |
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I am curious about you other suggestion of using defense ship design type as the alternate design. In my expirience defense ships tend to make their own fleets and not mix with other ships like attack, boarding, carrier, etc. What are your observations how the AI fleets are handled? |
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I tried the design names, and it sure doesn't work very well. I only saw a few ships of a certain type. How bizzare.. I must say, after working for two solid weeks on my Mod, and running into this road block, I'm pretty dissapointed now that I see that the AI is severely limited in it's implementation. Sure, I've spent hours painstakingly laying out a great weapon system. But what's the point if the AI is only going to throw only one family of "weapon X" into their ship designs!? The work around is using boarding party ships and Kamakaze ships... Does this mean that they'll never build normal boarding ships or kamakaze ships? I have a hunch that they were never effectively utilized by the AI in the first place, thus providing a viable option to get two more attack types out of it. |
Re: AI Design
Design names do work, or they did, the Last time I was modding AI's. You might not be understanding how the construction file works, though. If you have, for example, lines to build:
Attack Ship x 10 Named Attack Ship A x 13 Named Attack Ship B x 15 where "Named Attack Ship A" and "Named Attack Ship B" have type = Attack Ship, the AI will build 10 attack ships of the "best" type in its opinion, and then 3 Named Attack Ship A's, and then 2 Named Attack Ship B's. That is, assuming no losses, the numbers subtract the number of ships of the same type (not name) that have already been built. So if you want 10 generic attack ships, 13 A's, and 15 B's, then you need to ask for: Attack Ship x 10 Named Attack Ship A x 23 Named Attack Ship B x 38 (That is, unless I'm remembering incorrectly, but I don't think I am.) PvK [ February 15, 2004, 23:23: Message edited by: PvK ] |
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Think you should check some TDM's AIs and see many things. The Orks and United Flora are great races to learn about different ship designes. |
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That's great. I haven't read that anywhere before. I thought the TDM AIs did that, but I didn't know how.
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Ok, I will do that. But surely, you guys don't use the "must have". You're using the planet : ship ratios, correct?
I think this is why the "x" 10 was lost on me. |
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A better more diverse AI would be good, thats where PBW makes up for it - you are up against human opponents.
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use "must have := number" Just remember that numbers are cumulattive for each design type. If you have PvK' Proportions mod, take a look on Pequeninos or Soul Hunters files, they build multiple types of attack ships. |
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Because it can severely punish the AI for not having a decent economy. The ammount of military should be scaled to their economy. Otherwise, they'll either crash, or lack a decent fleet.
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They are there for a reason. And the reason for the "must have" is for a minimum ammount of ships, not to regulate the ammount of a full fledged military.
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They are there for a reason. And the reason for the "must have" is for a minimum ammount of ships, not to regulate the ammount of a full fledged military.
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Both lines are there for reason, right ? |
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