.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   AI question: retrofitting (http://forum.shrapnelgames.com/showthread.php?t=12202)

Ragnarok-X June 4th, 2004 04:08 PM

AI question: retrofitting
 
Hi everyone:

will the AI ever retrofit ANYTHING ? I want my AI to upgrade at least its defense bases...

JLS June 4th, 2004 05:03 PM

Re: AI question: retrofitting
 
Quote:

Originally posted by Ragnarok-X:
will the AI ever retrofit ANYTHING ? I want my AI to upgrade at least its defense bases...
<font size="2" face="sans-serif, arial, verdana">If you change (Retrofit Max Percent) from 50% to 75% in your settings file this will enable the AI to retrofit more ships that return late to the Yards - via damage or from their distant patrols.

Retrofit Max Percent Difference in Cost := 75

The probable draw back with a setting higher then the default 50%: are those sudden and extreme surges of resource usages when ships or bases retrofit and this may hamper that AI’s development - at the wrong time in that AI Players game; for if that AI’s is late returning to the Yards, it may in all probability be that it was damaged or expended its fuel from recent combat - and with that indication, a WAR is in the loom and all this entails on that AI Players economy and dispositions.


To show concerns for the AI economy -
the se4 50% default setting may be best, in the overall. http://forum.shrapnelgames.com/images/icons/icon12.gif

= = =

Moreover, with the stock 50% setting - it is very important and critical when you set up your AI and/or a modified Components file:
You should be fine if you - avoid back to back AI (ship/base component) research in a given field within its Research File and/or change the AI’s Design File from the specific Weapon or Defense Component of that ship/base start choice to a totally new internal Component design trigger (For example: when Emissive Armor (etc) is suddenly available thru advanced research - will it fall within your retrofit cost percentage guidelines).
And, as long as all your ascending Components from your modified Components File; with-in that family are LESS then a 25% cost increase per level.

[ June 04, 2004, 18:23: Message edited by: JLS ]

Ragnarok-X June 6th, 2004 09:50 AM

Re: AI question: retrofitting
 
thanks for your help !

Grand Lord Vito June 6th, 2004 04:01 PM

Re: AI question: retrofitting
 
Quote:

Originally posted by JLS:
Moreover, with the stock 50% setting - it is very important and critical when you set up your AI and/or a modified Components file:
You should be fine if you - avoid back to back AI (ship/base component) research in a given field within its Research File and/or change the AI’s Design File from the specific Weapon or Defense Component of that ship/base start choice to a totally new internal Component design trigger (For example: when Emissive Armor (etc) is suddenly available thru advanced research - will it fall within your retrofit cost percentage guidelines).
And, as long as all your ascending Components from your modified Components File; with-in that family are LESS then a 25% cost increase per level.

<font size="2" face="sans-serif, arial, verdana">JLS http://forum.shrapnelgames.com/images/icons/icon10.gif
Cant you post this so it is easier to understand http://forum.shrapnelgames.com/images/icons/shock.gif

[ June 06, 2004, 15:02: Message edited by: Grand Lord Vito ]

JLS June 6th, 2004 07:08 PM

Re: AI question: retrofitting
 
Basically, the AI design and Research File go hand in hand - do not have the AI research to much (consecutively) in the way of Components, that (may) place a design outside of the retrofit cost parameters… (Throw in a few Facility or Unit Research items, in-between the big components) - to give the AI a chance to complete its vehicle Retrofits. http://forum.shrapnelgames.com/images/icons/icon12.gif

Not knowing this mod, GLV - I have no idea of the Component Costs and if they are ascending at high levels of resource requirements; if so, then this will only exasperate the AI's retrofitting.

[ June 06, 2004, 18:52: Message edited by: JLS ]

Ragnarok-X June 6th, 2004 07:53 PM

Re: AI question: retrofitting
 
i guess i have to go into detail: My mod has several weapon branched, like gauss weapons, sonic weapons, laser, plasma and so on. Each tree has about a douzen levels, and each level enhances "your" basic weapon by one level. Each 4th. level allows/enhanced a medium weapon, and the 10th. level makes a advanced weapon from that branche available. While the cost for lesser weapons increase by approx 10-15 % per level, one medium weapon costs as much as about 5 ot 6 lesser weapons, and one advanced weapon cost about 3 medium weapons. So the retrofitting wont work http://forum.shrapnelgames.com/images/icons/icon12.gif ty anyway !

JLS June 6th, 2004 08:05 PM

Re: AI question: retrofitting
 
Understood.
Your weapons research structure sounds fascinating - I cant wait to play it http://forum.shrapnelgames.com/images/icons/icon6.gif

Intimidator June 7th, 2004 11:15 PM

Re: AI question: retrofitting
 
Agree with JLS


All times are GMT -4. The time now is 12:11 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.