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-   -   [update] modding: new question about AI !! (http://forum.shrapnelgames.com/showthread.php?t=12026)

Ragnarok-X May 9th, 2004 08:06 PM

[update] modding: new question about AI !!
 
Hi everyone,

in the modding manuel i read that weapons that have a 21's value for damage get strange effects, like endless fuel for seekers. I tried adding a "0" at the end (so 20 20 20 20 - 0 and so on until 21 numbers are there). I thought this seeker should fly until it hits something, but it still disapeared as soon as his range was exceeded (??)
What did i wrong, and do i have to do to get the desired effect.
In addition, was happens with direct fire, point defense and warheads if they get a 21's value ?

thanks !

[ May 10, 2004, 20:13: Message edited by: Ragnarok-X ]

Fyron May 9th, 2004 08:13 PM

Re: [update] modding: new question about AI !!
 
It has to be able to do some damage at that range. 0 means it can not go to that range.

Ragnarok-X May 10th, 2004 04:21 PM

Re: [update] modding: new question about AI !!
 
okay, so a "1" will do it. thanks.

Suicide Junkie May 10th, 2004 06:31 PM

Re: [update] modding: new question about AI !!
 
Only if you want the seeker to do 1 damage at range 21 to infinity.

Ragnarok-X May 10th, 2004 09:12 PM

Re: [update] modding: new question about AI !!
 
yep i noticed my mistake. I thought i could create a seeker with a range of x (whatever), so it could only be "launched" within its range, but it would still fly whereever the enemy goes and do the "full" damage (the damage which would be done at the range it was fired)

I know i was wrong http://forum.shrapnelgames.com/images/icons/icon9.gif


Anyway, another AI problem: The KI seems to dislike both mines and sats, i always notice huge amounts of both in the planetary storage, but the AI doesnt seem to launch them. Is there any way to tell the AI when to launch what, or how many kT of type X to launch into orbit ?

one more: is there any way i can tell the AI to build vehicle X and planet X, i.e. tell the AI to always have 2 defense bases in orbit of planet type "homeworld" or 1 space yard base in orbit around planet "military installation "?

ty !

kerensky May 10th, 2004 11:40 PM

Re: [update] modding: new question about AI !!
 
Quote:

Anyway, another AI problem: The KI seems to dislike both mines and sats, i always notice huge amounts of both in the planetary storage, but the AI doesnt seem to launch them. Is there any way to tell the AI when to launch what, or how many kT of type X to launch into orbit ?
<font size="2" face="sans-serif, arial, verdana">In either the settings.txt or the ai general or settings text file there is a line that determines how many sattelites, fighters, and drones are kept in planetary storage. I think the default settings are set to 40%.

Paul1980au May 11th, 2004 01:50 AM

Re: [update] modding: new question about AI !!
 
Lower it to 10%


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