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-   -   AI Gurus: Facility Construction (http://forum.shrapnelgames.com/showthread.php?t=11864)

Fyron April 14th, 2004 05:34 AM

AI Gurus: Facility Construction
 
In Adamant Mod, I have HW facilities that produce all resources and are not supposed to be built anywhere. But, the AI builds them everywhere. I looked at Proportion's cultural centers, but could see nothing different about them (in regards to resources) from my HW facilities except that they require 0 tech levels. I think Proportions AIs build non-cultural center facilities... 0 tech level requirements would not work for Adamant, as I need to have 3 different kinds of facilities for the races. So... please go look at Adamant and post how you would solve the problem of the AI building HW facilities on planets instead of normal mineral miners and such.

TNZ April 14th, 2004 06:37 AM

Re: AI Gurus: Facility Construction
 
Try adding AI Tags to the Radioactives Extraction Facility, Organics Farm Facility and Mineral Miner Facility. Then target the AI Tags in the AI Construction Facilities files. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron April 14th, 2004 06:51 AM

Re: AI Gurus: Facility Construction
 
I was hoping to avoid AI tags... it gets really complicated with abilities that have no value...

TNZ April 14th, 2004 07:52 AM

Re: AI Gurus: Facility Construction
 
Maybe you could add the abilities of Solar Resource Generation - Minerals, Solar Resource Generation - Organics, Solar Resource Generation - Radioactives, Generate Points Minerals, Generate Points Organics and Generate Points Radioactives to the Radioactives Extraction Facility, Organics Farm Facility and Mineral Miner Facility. Then you can target abilities that have value in the AI Construction Facilities files. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron April 14th, 2004 07:19 PM

Re: AI Gurus: Facility Construction
 
That is part of the question Urendi. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ragnarok-X April 14th, 2004 07:27 PM

Re: AI Gurus: Facility Construction
 
Hey Imperator, could you please check your mailbox ? I sended you a very important message about SE4 modding through the Boards yesterday.
thanks.

Rollo April 15th, 2004 01:29 AM

Re: AI Gurus: Facility Construction
 
*delurks

AFAIK, Proportions AI uses bogus abilities. A quick look at the facility contruction files should clear things up.

*engages Lurking Device

Urendi Maleldil April 15th, 2004 01:58 AM

Re: AI Gurus: Facility Construction
 
How does the Proportions mod do it? It doesn't use AI tags.

Fyron April 15th, 2004 04:57 AM

Re: AI Gurus: Facility Construction
 
Oh... thanks for clearing that up Rollo. http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK April 19th, 2004 02:14 AM

Re: AI Gurus: Facility Construction
 
Proportions mod uses bogus ability tags to get the AI to not build cultural centers on colonies. During setup, the AI uses unmoddable rules which look for the best mineral generation, etc. During play (after setup), the AI builds according to the Default_AI_Construction_Facilities.txt files. In Proportions, these ask for abilities which do nothing on facilities, but which have been added to facilities to allow them to serve as codes for different types of facilities, which is explained in the Default_AI_Construction_Facilities.txt files that come with Proportions mod.

PvK


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