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-   -   Comments (bugs) with _AI_Construction_Vehicles.txt (http://forum.shrapnelgames.com/showthread.php?t=5916)

Gandalph May 8th, 2002 11:26 PM

Comments (bugs) with _AI_Construction_Vehicles.txt
 
OK. I have now tested this frustrating file and found that, regardless of the design name, the AI will build the first design type listed in order in the _AI_DesignCreation.txt. My understanding about adding the design name line to the file, was to get the AI to build different ships of the same type.

Am I wrong here?

If I am not wrong, then it needs to be fixed. If I get the AI to build different designs of the same type of ship, it opens up a whole new level of play for the solo games. It will be much harder to anticipate (and therefor defend against) if you don't know what the enemy is going to bring at you next. It also completely opens a whole new level of modding.

Val May 8th, 2002 11:33 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
In my experience in making the B5 Mod AI_DesignCreation file, I found that as long as I changed the "Name:=" and left the "Design Type:=" standard SE IV, the AI would pick various ships. I also changed the size ranges a bit so the AI would build a mix of small-large ships as they become available.

I can post the file if you like.

PvK May 8th, 2002 11:43 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Actually, Gandalf, it does allow multiple types to be built. The AI doesn't just pick the first in the list, although it does seem to built more of some designs (not sure if it's the first, or the smallest, or what).

So for instance if you have two ship designs name "Attack Ape" and "Attack Pig" that are both of the type "Attack Ship", then if in AI_Construction_Vehicles you list to build three Attack Ships, you might get either Attack Pigs, Attack Apes, or some mix. Or if/when you know you want Attack Pigs, you can ask for Attack Pigs by name, instead of just any Attack Ship.

PvK

Val May 8th, 2002 11:45 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Oink...

Gandalph May 8th, 2002 11:50 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
I am using this "Entry 1 Name := Assault" for the first line in the construction file. Is this what's wrong? The AI is building "Attack" not "Assault" and when I manually put "Assault" (complete) to the top of the list in design, it ia the one that gets built. The patch history file only stated that you could add the name designation not in what format, so I assumed. (I know, I know)

Gandalph May 8th, 2002 11:55 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Val:
&lt;snip&gt;I can post the file if you like.<hr></blockquote>

Please do as I have Bab5v3 and don't see different names.

Gandalph May 10th, 2002 01:57 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Val, How 'bout that file. I still can't get this to work right.

PvK May 10th, 2002 02:12 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Quote:

Originally posted by Gandalph:
I am using this "Entry 1 Name := Assault" for the first line in the construction file. Is this what's wrong? The AI is building "Attack" not "Assault" and when I manually put "Assault" (complete) to the top of the list in design, it ia the one that gets built. The patch history file only stated that you could add the name designation not in what format, so I assumed. (I know, I know)
<font size="2" face="Verdana, Arial">Hmm that sounds correct to me, but it would depend on what your design name definition looks like, and also on the AI's current mode, and if you modified all of the modes' construction lists, or just one.

The design should look like:

Name := Assault
Design Type := Attack Ship
...

Then in your construction file, you need to make sure you either mod all of the AI State lists, or that you are sure what state your AI is in. It might just be in a different mode from the one you modded, unless you modded them all.

PvK

Gandalph May 10th, 2002 03:35 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Quote:

Originally posted by PvK:
[QBIt might just be in a different mode from the one you modded, unless you modded them all.

PvK[/QB]
<font size="2" face="Verdana, Arial">Actually, for testing purposes, I changed the first one, then copy/pasted all others except not connected. I am now at turn #147 and the first supply ship has been built (I already have the quantum reactor). Perhaps a better explanation of AI state would help so I could mod accordingly.

Athena May 14th, 2002 03:47 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
1-I'm lost too in this file, especially the explanations for the 'must have at least' and 'X planet per item' are explained (for me) in a confusing way. Can someone explain it better? Which parameter supercede the other also?

2-I have found that the main problem of a boosted AI is that it sit on a pile of minerals and dont build many thing, so if I want to increase the overall number of attack ships possessed by an empire, what to do ?

Thanks you in advances, this file get me confused...

Athena.

oleg May 14th, 2002 10:11 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Quote:

Originally posted by Athena:
1-I'm lost too in this file, especially the explanations for the 'must have at least' and 'X planet per item' are explained (for me) in a confusing way. Can someone explain it better? Which parameter supercede the other also?

2-I have found that the main problem of a boosted AI is that it sit on a pile of minerals and dont build many thing, so if I want to increase the overall number of attack ships possessed by an empire, what to do ?

Thanks you in advances, this file get me confused...

Athena.

<font size="2" face="Verdana, Helvetica, sans-serif">"Must have" has a priority. "X planet per item" will kick in only after "must have" is satisfied.

Example:
name = atack ship
must have = 2
planet per item = 20

even when you have just your homeworld (1 planet),
AI will build 2 ships. Then it will wait untill you colonize two more planetes. Once it hapen,

"number" of planet will become 3x10 &gt; 20 and AI will build one more ship. Two more planets will force another ship to be build and so on.
I might be wrong but this is what I think.

To have more ships, either low "planet per item" or increase "must have". It is also possible that your AU does not have enough space yards. Make it to build more construction stations. Even better yet, take a look on TDM' Earth Alliance or Rage AI_facility_construction. They build planetary space yards on new colonies ASAP.

oleg May 14th, 2002 02:11 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
your colonies.

The problem might be in design_creation file. Are you sure there are no double empty lines between designs ? What mod (if any) are use using ?

Gandalph May 14th, 2002 02:49 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
I am not using a mod, no double lines in design, all ships being designed but not built as set up in construction file. Again, the AI is building an attack ship when one is called, just not by name. It builds whatever attack ship I have listed first in the design file. I tested this by moving a different design to the top of the list and, sure enough, that is the design that got built the next time a call was made for an attack ship. Same experience with WP's (first listed in design file).

[ May 14, 2002, 01:50 PM: Message edited by: Gandalph ]

Alpha Kodiak May 14th, 2002 05:41 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
I might have an answer to part of the confusion. From my testing, it appears that if you specifically call for several design names in the construction file that are all (for example) attack ships, the number of ships built is calculated for the attack ship type, not for the individual design name. For instance, if I create designs "Attack 1" and "Attack 2", then call for a build of 3 "Attack 1" followed by 3 "Attack 2", it will only build the 3 "Attack 1" ships because it thinks that at that point the requirements for "attack ship" are satisfied. In order to get both types to build, you need to specify building more of the second type than the first. Then, after the first type is built to the required amount, the second type will be built out to the difference between the number built of the first type and the number to be built of the second type.

I don't know if that was completely clear http://forum.shrapnelgames.com/image...s/confused.gif , and it doesn't seem to me to be the correct behaviour, but it does seem to be what is happening.

PvK May 14th, 2002 06:09 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Ah, I was wondering if something like that was going on - thanks AK! I agree that ideally it shouldn't be that way, though.

Another thing that might explain Gandalf's problem is if the design file has some other problem with the design. If the design isn't even appearing in the empire's design list, then the problem is probably with the AI trying to make a design that follows the description, and not with the construction file.

PvK

Gandalph May 14th, 2002 06:15 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
PvK, all designs show in the design window.

AK, thanks, I will test this straightaway.

Gandalph May 15th, 2002 01:54 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Planet per item is your planets, or all planets known to you?

I still cannot get this name thing to work properly and don't understand why. At turn 245, my AI still had not built a repair ship and was only building one type of attack ship.

HELP!, please.

Athena May 15th, 2002 07:25 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
sorry, hit twice the button

[ May 15, 2002, 06:31 AM: Message edited by: Athena ]

Athena May 15th, 2002 07:29 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
thank you a lot Oleg, it made things clearer for me.

How the AI calculate in which AI state it is? Is it something totally hardcoded or can it be altered?

Something else, in different files : In proportion mod there is planetary facilities with the name of ship components. I suppose this is used as placeholder name, but how it works for the AI ? They ignore it totally?

oleg May 15th, 2002 08:20 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Quote:

Originally posted by Athena:
thank you a lot Oleg, it made things clearer for me.

How the AI calculate in which AI state it is? Is it something totally hardcoded or can it be altered?

Something else, in different files : In proportion mod there is planetary facilities with the name of ship components. I suppose this is used as placeholder name, but how it works for the AI ? They ignore it totally?

<font size="2" face="Verdana, Helvetica, sans-serif">Those are bogus abilities to manipulate AI.

When AI see standard "resource extraction - minerals" ability in its own construction_facility.txt file, it uses the facility with highest mineral extraction value available. Unfortunately, it is a Cultural center which will be build in 100+ years on new planet.
To make AI build miniral mines, PvK assigned bogus ability, something like "ship = bridge". Then he replaced all entries for mineral extraction in construction_facility.txt by this new ability. Now on, when AI cycles through file, it builds mineral miners, sisnce it is the only facility with this ability ! Very clever, I should say.

Val May 15th, 2002 10:46 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Gandalf:

My humble appologies, I had lost track of the fact that I was keeping up with this thread and missed the Last few days - so sorry I hadn't posted the files:(

Looks like answers were found after all, if you would still like me to post the files I used I'd be happy to. Or you could post your files for us to look at:)

Sorry again:(

capnq May 16th, 2002 03:21 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Quote:

How the AI calculate in which AI state it is? Is it something totally hardcoded or can it be altered
<font size="2" face="Verdana, Helvetica, sans-serif">Hardcoded.

Gandalph May 16th, 2002 04:05 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Val,

I would still be interested in seeing your files, but for now, here is my construction file.
Corrian_AI_Construction_Vehicles.txt

Athena May 16th, 2002 08:38 AM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Thank you again all for the explanations ...

Some other things :

I see in some of the files twice the same entry, like
'Attack ship, planet per x = 20, must build 50'. What is the purpose of having the same figures for the same ship Category? Is it an error from some modders, or will the AI add new attack ships, of a different class when he encounters the second entry?

oleg May 16th, 2002 03:24 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Gandalph,

There is no such thing as "entry name = " in SE IV constructiom.txt file !

Remove them all, and use "type = your_design_name"
to call different design names.
Yes, it is confusing since "design type" in construction.txt file correspond to "name type" in design.txt file !

AI uses "design type" in design.txt file as a flag how to use the ship after it has been build.

Hope it'll help.

[ May 16, 2002, 14:25: Message edited by: oleg ]

Val May 16th, 2002 04:38 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
I think Oleg may have solved your problem - that is the only thing I see that is wrong. Could you post the Race_AI_DesignCreation.txt file as well?

Here are the Default B5 AI files for vehicles:

B5_Ship_AI.zip

Gandalph May 16th, 2002 07:05 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Oleg, thanks. As I stated earlier the patch history file only stated that you could call by name, but did not give any info on format parameters, so I ***-u-me-d.

Val, here is the design file
Corrian_AI_Designcreation.txt

Athena May 17th, 2002 12:30 PM

Re: Comments (bugs) with _AI_Construction_Vehicles.txt
 
Thank you again for the responses...

Another few :

1- How the AI will decide that he will build a facility on a planet or a ship? Are the ships/units only built by planets which are finished ?

2- If they are no conflicts regarding 1-, e.g if ships only get what is available without screwing the economy of planets, why not use only 'must build at least X' entries without using the other entry type? As there is in the general AI settings a percentage of maintenance that must not be overcome, the AI would build ships to his max capabilities until his max maintenance % is reached...

3- I have modded an AI to have in the Last 'must build entry' Attack Ships, 160. They produce far more ship, but they still dont use all the shipyards they have, any ideas (and they have not hit their max % maintenance by far).

TIA all !


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