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-   -   Using Ministers (http://forum.shrapnelgames.com/showthread.php?t=1781)

geoschmo February 7th, 2001 07:17 PM

Using Ministers
 
I did a search for threads about ministers, and most of what I could find dealt with ai race problems. I am still very fuzzy about how to get the ministers to do specific tasks.

My gut feeling is that once you turn on a minister that it follows the ai txt settings for the race you are using. Is that correct? If so how would you change that?

Specifically what I am trying to do is I have a game going where I have a lot of space yards. It gets very tedious going through each space yard and assigning tasks to the queue. I turned on the global construction minister, and turned on all individual ministers and waited a few turns. It doesn't appear that my minister is building anything.

Any suggestions?

Lucifer Domine February 7th, 2001 10:10 PM

Re: Using Ministers
 
You need to check the race you are using to see if it uses Minister style selected (meaning the generics Aggressive, Defensive, Neutral) or uses the racial style (meaning the AI files in the race's picture folder).
It's pretty easy to rewrite the AI files, I've rewritten my research AI to research what I want in the order I want so I don't need to manually mess with that. I'm also working on the production AI for new planet colonization now. All you need to do is open up the AI files and examine them to see how the AI works.

geoschmo February 7th, 2001 10:28 PM

Re: Using Ministers
 
Ok, so the answer is in rewriting the ai files that my race is using? I was afraid of that. I was hoping there was something during the game that could be done. I guess they just don't work that way.

I wan't to be able to tell it "Build 6 cruisers" or "Colonize Ghedron VI" and have it do the work. Maybe in SEV? We can hope.

Hota February 7th, 2001 11:20 PM

Re: Using Ministers
 
Lucifer -
What if I'm using race that I created within the game? What files/directories do I have to create to have customized ministers?

-====-
Hota


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