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-   -   designcreation problems again (http://forum.shrapnelgames.com/showthread.php?t=22397)

Ragnarok-X January 16th, 2005 11:00 AM

designcreation problems again
 
hey everyone.


Name := Scout
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 100
Size Maximum Tonnage := 100
Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := AI Tag 07
Must Have Ability 2 := AI Tag 07
Minimum Speed := 3
Desired Speed := 8
Majority Weapon Family Pick 1 := 0
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 0
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 0
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 0
Majority Comp Ability := 0
Secondary Comp Spaces Per One := 0
Secondary Comp Ability :=
Num Misc Abilities := 1
Misc Ability 1 Name := AI Tag 07
Misc Ability 1 Spaces Per One := 50



Tis is the entry for a scout. Unfortunally the AI will design this ship and even build it, BUT with an movement of 1, while the while says:

Minimum Speed := 3
Desired Speed := 8

Whats the problem here ? The AI dont even adds any many engines as possible, when i checked the design i noticed there are about 20k space left, wasted. Can anyone help me, and tell me why the AI dont at least fills the empty space with engines ?



In addition:


Name := 220 kT
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Point Blank
Size Minimum Tonnage := 220
Size Maximum Tonnage := 220
Num Must Have At Least 1 Ability := 4
Must Have Ability 1 := Weapon
Must Have Ability 2 := AI Tag 07
Must Have Ability 3 := AI Tag 07
Must Have Ability 4 := AI Tag 07
Minimum Speed := 4
Desired Speed := 8
Majority Weapon Family Pick 1 := 4518
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 4518
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 0
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 220
Majority Comp Ability := Weapon


This is the entry for a combat ship. The AI dont even designs this vessel. I cant tell why, the minimum movement is possible and the weapon family exists. What could be problem ?

pathfinder January 16th, 2005 11:19 AM

Re: designcreation problems again
 
What WORKED in the B5 mod I helped on was a ratio of the desired speed being 3 times what the minimum speed is. Also check the minimum numer of engines in the data\vehiclesize.txt file. That and number of engines per move> I can't remember the logic exactly (been 2 years or more since worked on the mod) but that was the only way I could get anything to work as far as movement.

But then again, since you think I am an incompetent idiot for making such an "unplayable" mod you may want to ignore this advice.

Nodachi January 16th, 2005 11:25 AM

Re: designcreation problems again
 
I'll tackle the second problem first. Check your "race_name"_AI_Settings file. Look for "Max Ship Size Tonnage From Start 1(2,3) Amount := " and see if it has a tonnage listed. If it does change the numbers to 0. When I was doing AI testing it wouldn't build ships over the tonnage specified here for x number of turns, even on a high tech start! Hope that helps.

Now for the first problem. The only thing I can think of would be if you've got a QNP system in place. You might have to increase your min/max desired speed. If that doesn't work you can always call for engines as a must have ability. http://forum.shrapnelgames.com/images/smilies/happy.gif

pathfinder January 16th, 2005 11:36 AM

Re: designcreation problems again
 
Quote:

Nodachi said:
I'll tackle the second problem first. Check your "race_name"_AI_Settings file. Look for "Max Ship Size Tonnage From Start 1(2,3) Amount := " and see if it has a tonnage listed. If it does change the numbers to 0. When I was doing AI testing it wouldn't build ships over the tonnage specified here for x number of turns, even on a high tech start! Hope that helps.

Now for the first problem. The only thing I can think of would be if you've got a QNP system in place. You might have to increase your min/max desired speed. If that doesn't work you can always call for engines as a must have ability. http://forum.shrapnelgames.com/images/smilies/happy.gif

Yeah, engines are a "must have" or they may be pre-empted by say a weapon or shield...

Ragnarok-X January 16th, 2005 02:07 PM

Re: designcreation problems again
 
Quote:

pathfinder said:
But then again, since you think I am an incompetent idiot for making such an "unplayable" mod you may want to ignore this advice.

Eh...are you on drugs or just having a bad day ? Nobody said you are an idiot. I merely said i dont like the current b5 mod. Play a game for yourself.
Afterwards, if you can say to me: "man i really love the current b5 mod i worked on, cant really understand why you disagree" i will immediatly hang myself.
Apart from that, i wasnt really asking for your opinion about the latest revival but merely for a way to solve my problem.

Aiken January 16th, 2005 02:11 PM

Re: designcreation problems again
 
Minimum Speed/Desired Speed is used to determine the number of _engines_, not the overall system speed. This is no good if your mod is QNP-based.
In QNP AIs usage of Misc Ability X Spaces Per One is the best choice:
<font class="small">Code:</font><hr /><pre>Misc Ability 1 Name := Standard Ship Movement
Misc Ability 1 Spaces Per One := 50/multiplier</pre><hr /> 50 is an example of kt per 1 movement point index. It's usually a constant, to make things easier. So in this case your 400 kt ship will require 8 standard MP to achieve 1 system MP. Multiplier = desired speed of your ship.
Make sure to use this call on top of misc abilities list, else you'll end up with ship without movement. Also be careful with these calls:
<font class="small">Code:</font><hr /><pre>Shields Spaces Per One := 0
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 0
Secondary Comp Spaces Per One := 0</pre><hr /> Since they used to fill your ship before misc abilities.
SJ wrote a program which converts vanilla AIs to use QNP scheme.

Second problem: either what Nodachi said, or it's something with design's order in file. Check for double spaces also.
====================

Ragnarok-X, try to be polite here. You can think whatever you want about yourself, but people tend to dislike boors, you know.

edit: fixed errors

Fyron January 16th, 2005 04:01 PM

Re: designcreation problems again
 
The AI designs the first Version of each ship class available. It believes that it is the most advanced. So, it will always use the 100 kT Attack Ship over the 220 kT Version simply because it comes before it in the file.

Also, it is a good idea to use something like Attack Base instead of Attack Ship for scouts, to keep them separate from actual warships.

Ragnarok-X, Pathfinder does have a valid point about your handling of the mod situation... You can't possibly hope to insult someone's work and not have them feel personally insulted, especially when they invested so much time in it.

Ragnarok-X January 16th, 2005 05:15 PM

Re: designcreation problems again
 
Thanks for the help everyone. I didnt knew the minimum/maximum entry was actually referring to the amount of engines, but to the achieved movement points. Helped me alot.

Lastly, about my post regarding pathfinder. I actually think HE should be more polite.
After all this is a free world and mods are fan`s work, so i guess its okay if i dont like a certain mod and begin to redo it.
In addition "my" B5 mod is actually something totally new. The current files show almost no identical entries compared to "pathfinder"s Version,

I may just call it "Proper B5" (jk) or something. You need to understand, that im, as a big fan of B5, looking forward to have a good time with the mod, which is not possible with the current one. Its pretty easy to understand. There is one babylon 5 mod game going on at PBW. Compared to the influence of B5 and its fanbase, its pretty dissapointing.
At any rate, if the revision turns out as crap, you can blame me all you want, i wouldnt care.
Then again, whats a boor ?

Ragnarok-X January 16th, 2005 05:17 PM

Re: designcreation problems again
 
Oh yeah, even the weapons are being redone by TS, so in the end everything will be "new". If pathfinder would actually like B5 he would help me/us or at least post suggestions. Instead he is talking about me insulting him, and you people actually agree ? Oh well, wrong world...

Aiken January 16th, 2005 05:59 PM

Re: designcreation problems again
 
Boor is a rude, impolite person.
You certainly wouldn't want to get an ill fame, would you?
I have this problem too - make Posts before thinking about an impression which this post can make. But I try to get rid of this habit.


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