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-   -   SOLVED AI TROOP INVASIONS (http://forum.shrapnelgames.com/showthread.php?t=4408)

Cranex October 25th, 2001 04:13 PM

SOLVED AI TROOP INVASIONS
 
1. I chose Abbidon race and went to the AI_Design Creation file in Abbidon race and put the ability "Drop Troops" /50 at the bottom of the Troop Transport. Changed #of abilities +1.

2. I went to TechArea and set "Troop Weapons" start level 3 and "Troops" at level 3 so troops are available from turn 1.

3. I went to "Components" and set Troop Cockpit at 0$ cost and troop weapons at $0 cost so AI would make more troops per turn.

4. In the default AI construction Vehicles file (I wasn't using any mods so I altered the default AI file), I added two entries at the bottom of each AI state:ex exploration, infrastructure etc:
Entry # Type Troop
Planet Per Item 20
Must have atleast 50
Entry # Type Troop Transport
Planet Per Item 80
Must Have atleast 1
At turn 30, 1 race brought two cruisers and 1 troop transport into my system, but for some strange reason(perhaps cause it was a small transport), it didn't invade. At turn 53, another race attacked with a medium transport with about 60 large troops and captured my planet.
I did't use any mods, I used patch 1.49,high difficulty, low bonus, no racial bonus's except any ones that are default when you install the game. I set the game so large troops with level 3 cannons are available from turn 1(techarea adjustment-which I like)

Have fun!
All the races will use it if you add
Name Drop Troops"
Spaces Per One 50
to their Design Creation Files and add the two above entries to their Construction Vehicles file if they have one or make sure the AI default Construction Vehicles file has the two entries in each each ai state.
[This message has been edited by Cranex (edited 25 October 2001).]

[This message has been edited by Cranex (edited 27 October 2001).]

[This message has been edited by Cranex (edited 27 October 2001).]

mac5732 October 25th, 2001 05:10 PM

Re: SOLVED AI TROOP INVASIONS
 
great news, pls send info to MM maybe they can get it into patch before it comes out....
yey,.... enemy troops to waste...

ps. Will all the AI races use it or only certain ones??

just some ideas mac

[This message has been edited by mac5732 (edited 25 October 2001).]

Baron Munchausen October 25th, 2001 05:34 PM

Re: SOLVED AI TROOP INVASIONS
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Cranex:
I put the ability
"Drop Troops"/100
on my troop transport design.
And double checked that AI players
were designing "Troops" and "Troop Transport"
right from game turn 2. If not I added to design file.
I used default TDM Modpack "construction
vehicle file".
Sergetti attacked with 172 troops and took
my planet. Finally!!!
<HR></BLOCKQUOTE>

Huh? Are you saying that you added the (unused) ability to drop troops to the HULL of your troop transport? This doesn't make any sense. That ability is for components, and it's not needed or used since any ship w/troops in cargo can drop them. I guess it's possible that the AI is still designed to expect this ability on a troop ship... Please post what you've done.


[This message has been edited by Baron Munchausen (edited 25 October 2001).]

Atraikius October 25th, 2001 06:14 PM

Re: SOLVED AI TROOP INVASIONS
 
You could check the Aquilians, Space Vikings, and Orks. All three are using tropps to capture planets.

Dracus October 25th, 2001 07:00 PM

Re: SOLVED AI TROOP INVASIONS
 
I would like to see this file also.

Baron Munchausen October 31st, 2001 01:56 AM

Re: SOLVED AI TROOP INVASIONS
 
Well, if Cranex isn't going to get back to us we'll have to experiment for ourselves. Shall we invent a 'troop drop bay' using this Drop Troops ability and see if the AI will suddenly recognize a ship with it as capable of invading planets?

Rollo October 31st, 2001 02:48 AM

Re: SOLVED AI TROOP INVASIONS
 
The AI already does recognize troop transports and uses them to invade planets. What is this Troop Bay supposed to be other than a cargo storage filled with troops?

Rollo

Rollo October 31st, 2001 02:54 AM

Re: SOLVED AI TROOP INVASIONS
 
Btw, Baron and others,
I just noticed that Cranex has edited his first post and put some more detail in. Gosh, I hate this up-side-down of this forum.

edit: So, if I understand this correctly, what Cranex did was that he put troop transports and troops in the construction queue. Yes, that is correct. If the AI has troops and a transport it will load them and use the transports to invade.
He also added the "drop troops" ability to the transports (which is not really necessary, IMHO). I will check that and see if the AI uses transports with the ability in any other way than without it.

Rollo

[This message has been edited by Rollo (edited 31 October 2001).]

AJC November 1st, 2001 01:44 AM

Re: SOLVED AI TROOP INVASIONS
 
Okay - I have been experimenting with this - I made the mods and added the Build troops and Transports to every AI state in the AI_Construction_Vehicles.txt file and added the Drop Troops to the transport Abbidon designs as an ability . My result was that I have managed to get the AI to load troop transports once in 76 turns and head off to invade.
unfortunately on the way to the target world - the ship was intercepted and destroyed...soley due to the fact that it didnt go with a fleet - it went on its own... how do we solve the transport not going with a fleet?


[This message has been edited by AJC (edited 31 October 2001).]

Rollo November 1st, 2001 03:09 AM

Re: SOLVED AI TROOP INVASIONS
 
I have also tested this now. The drop troops ability doesn't seem to affect the troop transport (TT) behavior. So you don't actually have to put that in. Putting troops and TT into the construction file is sufficient.

AJC, are you sure the TT was on its way to a target world and not trying to join a fleet? Did you check its orders? I have never seen this behavior of TTs trying to invade a planet alone, only as part of a fleet.
Usually the problem with TTs is that they sit in orbit doing nothing until some time they will join a fleet, if one passes by. If you see a TT leaving orbit, please check its orders. It should say "Join fleet x". After the TT joined the fleet the fleet orders automatically change to "Capture planet". Depending on how many fleets you have moving around and given that the TT is not waiting in some backwater world, this can work quite well or nothing at all. I have seen the Vikings capture planets as early as turn 35 and as late as... well, never.

Rollo

Atraikius November 1st, 2001 01:19 PM

Re: SOLVED AI TROOP INVASIONS
 
I can't remember if Rollo or M.B. had got either the Vikings or Aquilians to use transport troop ships in fleets, but when I was first getting the AI to invade planets I was finding that in order for a troop transpost to get included into a fleet it had to be designed with a normal hull instead of one of the transport hulls.

AJC November 1st, 2001 10:02 PM

Re: SOLVED AI TROOP INVASIONS
 
1st time around the transport joined a single ship fleet - and moved towards the target planet, unfortunately the mini fleet was intercepted and destroyed. Last nite - same thing happened - but this time the transport disbanded from the fleet and attacked the planet on its own and was wiped out by planetary defenses....

I also got the impression that the drop troops ability didnt have anything to do with the transports invading.

Whether a troop transport functions correctly seems to be based on how many troops are being built and are available. I did see the transport moving around the system gathering up troops prior to attempting to invade, something I have not seen the AI do very often..

I wish there was a way to define fleet content - min number and types of ships for a fleet before it goes into action.

Master Belisarius November 1st, 2001 10:55 PM

Re: SOLVED AI TROOP INVASIONS
 
AJC:
"but this time the transport disbanded from the fleet and attacked the planet on its own and was wiped out by planetary defenses...."

This behaviour is right: first the ships with attack capabilities, try to defeat the planet’s defences, and if they have success, the transport with the troops try to take over the planet.

Atraikius: I did my tests using standard ships as transport troops. Really I don't know if the AI have problems using Transports instead standard ships.

Sinapus November 1st, 2001 11:50 PM

Re: SOLVED AI TROOP INVASIONS
 
Wasn't there something else mentioned about invaded planets not being set to use the individual ministers as well? (As in, nothing ever gets built there and such...)

AJC November 2nd, 2001 01:57 AM

Re: SOLVED AI TROOP INVASIONS
 
MB
Problem was the fleet didnt try to soften up the planet at all, instead the fleet of warships stopped 1 square away from the target planet and then ran away. Then the transport went in all by itself without support of any kind and got wacked in the first few turns of strategic combat... How do we solve that problem?


[This message has been edited by AJC (edited 01 November 2001).]

Master Belisarius November 2nd, 2001 06:26 AM

Re: SOLVED AI TROOP INVASIONS
 
AJC:
Hmmm. Have you a savefile?
First, you need to be sure about that the fleet had the strategy "Capture Planet" (usually, the AI auto-change the fleet strategy automatically to "Capture Planet", after 2 turns if a troop transport has joined to the fleet).
Second, check the capture planet strategy.

Atraikius November 2nd, 2001 01:07 PM

Re: SOLVED AI TROOP INVASIONS
 
Sinapus - I believe it was Rollo and MB that ran into that problem, found it had to do with the AI acting differently when it started as a player controlled race, and then had all the AI turned on for it compared to starting the game under computer control.

MB - I had only tried the transport ships in the beginning and they would just sit there or try to attack alone - so I swithed to a warship style thinking they would be included in fleets if the AI thought of them as warships, which worked. Wasn't too worried about the loss of cargo space, had been finding that with a 5-10 bonus in ground combat, about 150 - 200 small troops with 2 ground cannons 3, and some armor can typically take a planet with no defending troops with a pop. of about 2000. A cruiser or battle cruiser with cargo 3 can easily cary that many.

AJC November 2nd, 2001 04:12 PM

Re: SOLVED AI TROOP INVASIONS
 
The Capture planet strategy hasnt been changed from the stock Version. I dont have a saved file - although Its easy enough to recreate this behavior. It does it every time.

I wonder if the Drop Troops ability is affecting the way troop transports behave. I have not removed that from the transport ship yet. I will do that tonite after work and post the results.

Rollo November 5th, 2001 07:46 PM

Re: SOLVED AI TROOP INVASIONS
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>posted by Sinapus:
Wasn't there something else mentioned about invaded planets not being set to use the individual ministers as well? (As in, nothing ever gets built there and such...)<HR></BLOCKQUOTE>

Yes, the AI will not use captured items, if you play as a human with full minister control. You have to turn on the ministers for the captured stuff to work. If the AI is a computer player there is no problem.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>posted by Atraikius:
I can't remember if Rollo or M.B. had got either the Vikings or Aquilians to use transport troop ships in fleets, but when I was first getting the AI to invade planets I was finding that in order for a troop transports to get included into a fleet it had to be designed with a normal hull instead of one of the transport hulls.<HR></BLOCKQUOTE>

I also use normal hulls for the Viking troop transports for various reasons. I can see why it would be a problem to get transport hulls included into fleets. First, they take longer to fill. Second and more important, they are slower than normal hulls. I have seen many times where a troop transport with the "Join fleet" order is chasing a fleet to get included. Well, if they are slower they don't have a good chance of catching up.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>posted by AJC:
Problem was the fleet didnt try to soften up the planet at all, instead the fleet of warships stopped 1 square away from the target planet and then ran away. Then the transport went in all by itself without support of any kind and got wacked in the first few turns of strategic combat... How do we solve that problem?<HR></BLOCKQUOTE>

Did you watch the combat replay in detail? Can you describe the ships behavior a little bit more, what did the warships do exactly? Without knowing any better, this sounds to me like: 1) warships move in to destroy weapon platforms, 2) warships get damaged and have no weapons left, they retreat. 3) troop transport tries to charge the planet with weapon platforms still intact (it does that, if there are no ships with weapons around. If it survives and takes over the planet, the WPs will be taken over as well). 4) troop transport gets whacked as well.

Perhaps, this is what happened. Can you recall that?

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>posted by AJC:
The Capture planet strategy hasnt been changed from the stock Version. I dont have a saved file - although Its easy enough to recreate this behavior. It does it every time.
I wonder if the Drop Troops ability is affecting the way troop transports behave. I have not removed that from the transport ship yet. I will do that tonite after work and post the results.<HR></BLOCKQUOTE>

And, any more luck this time? http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

I hope I could help a little bit,
Rollo

AJC November 5th, 2001 10:45 PM

Re: SOLVED AI TROOP INVASIONS
 
Well this time I got better results - and at this point I am not sure if it is because I removed the drop troops ability, I am starting to wonder.

One thing I am finding is - the stock Default_AI_Construction_Vehicle file does not create enough troops and troop transports to trigger the AI to invade with troops. I have found so far that if I have at least 100 troops, laying around on various planets, and a troop transport - the ai will begin preparing for invasion and eventually try.

This time the Troop transport did assault the planet with the entire fleet!
Fleet Still lost though. http://www.shrapnelgames.com/ubb/images/icons/icon9.gif

In the previous test, I had changed the design of the troop transport to contain the drop troop ability as suggested. Thats when the transport Broke away from the fleet completely -
The fleet of warships returned to my homeworld - and the troop transport continued onwards to attack the planet all by its lonesome...

[This message has been edited by AJC (edited 05 November 2001).]

Dracus November 6th, 2001 02:05 AM

Re: SOLVED AI TROOP INVASIONS
 
So if we mod the AI files to force them to build 100 or more troops then a transport do you think they would use it to invade?

Rollo November 6th, 2001 02:40 AM

Re: SOLVED AI TROOP INVASIONS
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Dracus:
So if we mod the AI files to force them to build 100 or more troops then a transport do you think they would use it to invade?<HR></BLOCKQUOTE>

Yes, they would. It is probably a good idea to use a standard hull rather than a tranport hull for the troop transport. Also don't forget to research troops and weapons http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. Check out the files of the Aquilaeian, Orks, and Space Vikings on how they build troops and what kind of designs they use.

Rollo


AJC November 6th, 2001 08:00 AM

Re: SOLVED AI TROOP INVASIONS
 
yes but be careful - building more troops upsets the number of warships being built - I have found that you have to make changes to several of the vehicle construction rates..
Also as Rollo stated find away to research troops and smaller weapons very early in the game , around turns 2-3 .

anyway here are the changes I have made so far to the troops and transports build rates( I didnt include the changes made to the other vehicle builds)- I am still working with those- but I have gotten the AI to use a transport with 100 troops in a planetary invasion, repeatedly.

AI State := Infrastructure
Entry 13 Type := Troop
Entry 13 Planet Per Item := 10
Entry 13 Must Have At Least := 100
Entry 14 Type := Troop Transport
Entry 14 Planet Per Item := 60
Entry 14 Must Have At Least := 2


AI State := Prepare for Attack, Attack
Entry 11 Type := Troop
Entry 11 Planet Per Item := 30
Entry 11 Must Have At Least := 100
Entry 12 Type := Troop Transport
Entry 12 Planet Per Item := 20
Entry 12 Must Have At Least := 2

AI State := Prepare for Defense, Defend (Short Term), Defend (Long Term)
Entry 12 Type := Troop
Entry 12 Planet Per Item := 20
Entry 12 Must Have At Least := 50
Entry 13 Type := Troop Transport
Entry 13 Planet Per Item := 0
Entry 13 Must Have At Least := 1


[This message has been edited by AJC (edited 06 November 2001).]

Cranex January 30th, 2002 08:48 AM

Re: SOLVED AI TROOP INVASIONS
 
I installed the CD and then installed the 1.49 patch. I installed the "parity mod", so each system would have lots of planets and thus a close enemy to invade. I chose small quadrant, the Krill, and high random lots of opponents so I could invade. I chose medium difficulty for this experiment.
One of the problems of SE4 is that it takes too long to make troops in my opinion. So, I made it so troops are free, no charge.
I went to DATA\VehicleSize, searched for "Small Troop" and

Name := Small Troop
Short Name := Small Troop
Description :=
Code := TS
Bitmap Name := TroopSmall
Vehicle Type := Troop
Tonnage := 10
Cost Minerals := 1
Cost Organics := 0
Cost Radioactives := 0

So, small troop will cost $1 instead of over $100

Then I went to TECHAREA, and made sure Ship Constructions' Start Level was 3 (Destroyers)

Name := Ship Construction
Group := Applied Science
Description := The construction of starships and their support components.
Maximum Level := 9
Level Cost := 10000
Start Level := 3

AND..

Name := Point-Defense Weapons
Group := Weapon Technology
Description := Weapons which specifically target and destroy incoming seekers.
Maximum Level := 5
Level Cost := 5000
Start Level := 1

AND.........

Name := Military Science
Group := Theoretical Science
Description := The science of military practices and the strategic, tactical, and logistic theories that determine them.
Maximum Level := 2
Level Cost := 50000
Start Level := 1

AND.......

Name := Troop Weapons
Group := Weapon Technology
Description := Weapons employed by troops on a planet's surface.
Maximum Level := 3
Level Cost := 5000
Start Level := 1


In DATA\COMPONENTS

Name := Troop Cockpit
Description := The main control center of a mechanized troop.
Pic Num := 271
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 0
Cost Organics := 0
Cost Radioactives := 0

AND.........

Name := Ground Cannon I
Description := Large cannon used to suppress ground targets.
Pic Num := 153
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 0
Cost Organics := 0
Cost Radioactives := 0

Next, off to the Pictures\Races\Krill_AI_DESIGN CREATION------------------------------


Name := Fortified Troop Destroyer/Needs Attack Ship as Escort
Design Type := Troop Transport
Vehicle Type := Ship
Default strategy := Capture Planet
Size Minimum tonnage := 10
Size Maximum tonnage := 5000
Must Have At Least 1 Ability := 1
Must Have Ability := Weapon
Minimum speed := 4
Desired speed := 6
Majority Weapon Family Pick 1 := 2
Majority Weapon Family Pick 2 := 1
Majority Weapon Family Pick 3 := 25
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick := 0
Secondary Weapon Family Pick := 2
Secondary Weapon Family Pick := 0
Secondary Weapon Family Pick := 0
Secondary Weapon Family Pick := 0
Secondary Weapon Family Pick := 0
Shields Spaces Per one := 200
Armor Spaces Per one := 1200
Majority Comp Spaces Per One := 1200
Majority Compability := Weapon
Secondary Comp Spaces Per One := 500
Secondary ability :=Weapon
Num Miscabilities := 10
Misc Ability 1 ame := PointDefense
Misc Ability 1 Spaces Per := 300
Misc Ability 2ame := Cloak Level
Misc Ability 2 Spaces Perne := 10000
Misc Ability 3 ame := Quantum Reactor
Misc Ability 3 Spaces Perone := 10000
Misc Ability 4 ame := Combat To Hit Defense Plus
Misc Ability 4 Spaces Per ne := 10000
Misc Ability 5 ame :=Combat To Hit Offense Plus
Misc Ability 5 Spaces Per ne := 10000
Misc Ability 6 ame := Multiplex Tracking
Misc Ability 6 Spaces Per ne := 10000
Misc Ability 7 Name := Shield Regeneration
Misc Ability 7 Spaces Per ne := 800
Misc Ability 8 ame := Emergency Resupply
Misc Ability 8 Spaces Per ne := 800
Misc Ability 9 ame := Scanner Jammer
Misc Ability 9 Spaces PerOne := 10000
Misc Ability 10 ame := Cargo Storage
Misc Ability 10 Spaces Per one := 500

***THE ABOVE DESIGN PRODUCES DESTROYERS ON UP WITH 1 CARGO BAY TO CARRY ABOUT 15 SMALL TROOPS, AND IT HAS MISSILES AND POINT DEFENSE WEAPONS.***


Name := Attack Ship/Escorts Fortified troop carrier Troop Ship
Design type :=Attack Ship
Vehicle type := Ship
Default Strategy := Maximum Weapons Range
Size Minimum tnnage := 10
Size Maximum tonnage := 5000
Num Must Have At Least 1 ability := 1
Must Have Ability := Weapon
Minimum speed := 4
Desired speed := 6
Majority Weapon Family Pick 1 := 2
Majority Weapon Family Pick 2 := 1
Majority Weapon Family Pick 3 := 25
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick5 := 0
Secondary Weapon Family Pick1 := 0
Secondary Weapon Family Pick2 := 0
Secondary Weapon Family Pick3 := 0
Secondary Weapon Family Pick := 0
Secondary Weapon Family Pick := 0
Shields Spaces PerOne := 200
Armor Spaces PerOne := 1200
Majority Comp Spaces PerOne := 1200
Majority CompAbility := Weapon
Secondary Comp Spaces PerOn := 500
Secondary CompAbility := Weapon
Num MiscAbilities := 9
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces PerOne := 200
Misc Ability 2Name := Cloak Level
Misc Ability 2 Spaces PerOne := 10000
Misc Ability 3Name := Quantum Reactor
Misc Ability 3 Spaces PerOne := 10000
Misc Ability 4Name := Combat To Hit Defense Plus
Misc Ability 4 Spaces PerOn := 10000
Misc Ability 5Name := Combat To Hit Offense Plus
Misc Ability 5 Spaces PerOne := 10000
Misc Ability 6Name := Multiplex Tracking
Misc Ability 6 Spaces PerOne := 10000
Misc Ability 7Name := Shield Regeneration
Misc Ability 7 Spaces PerOne := 800
Misc Ability 8Name := Emergency Resupply
Misc Ability 8 Spaces PerOne := 800
Misc Ability 9Name := Scanner Jammer
Misc Ability 9 Spaces PerOne := 10000

NOTHING SPECIAL ABOVE WITH THIS DESIGN EXCEPT IT HAS TO BE AN ATTACK SHIP, EVEN A SMALL FRIGATE OR ESCORT CAN ACT AS A ESCORTER-BUT MIGHT NOT SURVIVE

I deleted the original "TROOP TRANSPORT" design because i didn't know how to put weapons on it and to only put half cargo bays.And it's expensive

I also went to "CARGO BAY" in COMPONENTS and changed size from 20 to 1

Below is a copy of my Krill Construction Vehicle

AI State := Exploration
Num Queue Entries := 12
Entry 1 Type := Satellite
Entry 1 Planet Per Item := 0
Entry 1 Must Have At Least := 2
Entry 2 Type := Attack Ship (these 2 ships act as escorts after 10 turns (see fleet changes below)
Entry 2 Planet Per Item := 10
Entry 2 Must Have At Least := 2
Entry 3 Type := Troop (this produces about 45 free troops ON HOME PLANET)
Entry 3 Planet Per Item := 0
Entry 3 Must Have At Least := 2
Entry 4 Type := Troop Transport (makes two fortified destroyer troop carriers)
Entry 4 Planet Per Item := 10
Entry 4 Must Have At Least := 2
Entry 5 Type := Colonizer
Entry 5 Planet Per Item := 30
Entry 5 Must Have At Least := 2
Entry 6 Type := Weapon Platform
Entry 6 Planet Per Item := 5
Entry 6 Must Have At Least := 2
Entry 7 Type := Satellite
Entry 7 Planet Per Item := 5
Entry 7 Must Have At Least := 2
Entry 8 Type := Attack Ship
Entry 8 Planet Per Item := 5
Entry 8 Must Have At Least := 8
Entry 9 Type := Fighter
Entry 9 Planet Per Item := 3
Entry 9 Must Have At Least := 2
Entry 10 Type := Mine Layer
Entry 10 Planet Per Item := 0
Entry 10 Must Have At Least := 1
Entry 11 Type := Carrier
Entry 11 Planet Per Item := 50
Entry 11 Must Have At Least := 1
Entry 12 Type := Recon Satellite
Entry 12 Planet Per Item := 50
Entry 12 Must Have At Least := 0

KRILL FLEETS CHANGES BELOW

Percentage of Ships For Fleets := 100
Fleets Dont Use For NUM TURNS := 10
Fleets Default Formation := Diamond
Fleets Default Strategy := Capture Planet

These 4 lines at the bottom of the fleets is what I changed. After 10 turns your Attack Ships and 2 orbiting Troop Transport Destroyers will form fleets and attack an enemy your at war with and invade one of their planets-around turn 15-20. I think you have to be at war. This was just an experiment. I have to work with it longer to see if there needs to adjustments.

AND.........

Name := Troop
Design Type := Troop
Vehicle Type := Troop
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 0
Desired Speed := 0
Majority Weapon Family Pick 1 := 116
Majority Weapon Family Pick 2 := 101
Majority Weapon Family Pick 3 := 100
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 0
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 100
Armor Spaces Per One := 400
Majority Comp Spaces Per One := 50
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 0
Secondary Comp Ability :=
Num Misc Abilities := 0

THE IMPORTANT THING IS TO MAKE THE MAIN WEAPON TO 116 FROM 110 OR 100.

[ 30 January 2002: Message edited by: Cranex ]</p>

Cranex January 30th, 2002 09:50 AM

Re: SOLVED AI TROOP INVASIONS
 
I just played for 10 minutes. I selected all the ministers on and the individual ministers on)which you have to have to get your ships moving)
Before turn 10 I had made contact with two races and one declared war on me. I fought a battle myself, 1 missile destroyer against 2 anti-proton beam destroyers with 1 point defense each.I also changed the speed of the capital missile to 7-i know it's not balanced, but my main objective was to see how the troop carriers worked.

At turn 11 1 Attack destroyer headed for the enemies home planet and a fleet of 3 (2 transport destroyers and 1 attack destroyer) formed 1 fleet of 4 ships(2 attackers and two troop destroyers)
In tactical combat auto mode, the two destroyer transports retreated(even though they each had missiles. The two attack destroyers approached the planet which had 7 anti-proton beam weapon platforms and no point defense. My destroyers stayed out of distance for one turn and then aproached within range of the anti-protons beam platforms. Both ships were 75% damaged. If I had only loaded a bomb or two(sigh). My attack desytroyers retreated and MY TRANSPORT DESTROYERS BEGAN TO APPROACH THE PLANET LAUNCHING 3 MISSILES EACH!!! When they got close enough one dropped 15 troops from it's 1 cargo bay and a troop invasion began. The enemy had 100 troops!!! I lost the invasion, and 1 destroyer transport, but destroyed 6 weapon platforms. COOL!!!! I'm going to add more cargo bays and perhaps try and design a Real transport with weapons now!! Turn 15

dogscoff January 30th, 2002 04:49 PM

Re: SOLVED AI TROOP INVASIONS
 
Click here to see AI troops in Action. Rash'n frash'n mrush'n Vikings...


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