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AI question: retrofitting
Hi everyone:
will the AI ever retrofit ANYTHING ? I want my AI to upgrade at least its defense bases... |
Re: AI question: retrofitting
Quote:
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 ] |
Re: AI question: retrofitting
thanks for your help !
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Re: AI question: retrofitting
Quote:
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 ] |
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 ] |
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 !
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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 |
Re: AI question: retrofitting
Agree with JLS
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