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-   -   Forcing the AI to do ships with 3 weapon families (http://forum.shrapnelgames.com/showthread.php?t=22657)

Ragnarok-X February 5th, 2005 12:44 PM

Forcing the AI to do ships with 3 weapon families
 
hey, fast question. I want my AI to design ships using 3 weapon families. I can get two families by using the majority and secondary ability, but is it actually possible to get a third weapon in the design, somehow ? In fact i want my ship to use 2 normal weapons, one short and one longrange. A third weapon family is needed because using the general "Point-defense" ability would not work, since i want the AI to use a specific point-defense weapon, and not the one with the most damage output (or however it chooses). I dont have enough AI-Tags for each point-defense weapon as well.

Any suggestions ?!

Aiken February 5th, 2005 03:13 PM

Re: Forcing the AI to do ships with 3 weapon families
 
Using AI tags and dummy abilities (like Palace and such) is the only way to achieve it.

Fyron February 5th, 2005 04:17 PM

Re: Forcing the AI to do ships with 3 weapon famil
 
As with any valuelss ability, the AI chooses which PDC to use by tech reqs and component level, not by damage or any relevant criteria. Add some dummy tech reqs to the one you want the AI to use (multiple entries for the techs it already requires are perfect), and boost its roman numeral values by 1. This will cause the AI to use it over others.

If you want more detailed info, we are in the process of writing a formal guide to this very topic over on ModWorks:

*link*

Rollo February 5th, 2005 05:18 PM

Re: Forcing the AI to do ships with 3 weapon famil
 
Quote:

Atrocities: Well written and a strong addition to the 101. Great work Fyron. How did you come by this information?

Quote:

Fyron: Memory of old forum discussions + testing when working on Adamant AI.

oh, sure. just don't give any credit to the guys who found out and told you =P.

Quote:

quoted from other forum: see fyrons link above

Example 1:

Name := Comp W
Number of Tech Req := 1
Tech Area Req 1 := Tech A
Tech Level Req 1 := 3

Name := Comp X
Number of Tech Req := 2
Tech Area Req 1 := Tech A
Tech Level Req 1 := 1
Tech Area Req 2 := Tech B
Tech Level Req 2 := 1

Comp X is "more advanced" because it requires 2 different tech areas. It will be added to the ship design, bypassing Comp W.


I am pretty sure this is wrong. Comp W is more advanced since it requires a total of 3 tech levels. While Comp X needs two tech areas, the total number of level is only 2.

I am 99% sure the AI would pick Comp W in case of of a valueless ability.

Fyron February 5th, 2005 05:22 PM

Re: Forcing the AI to do ships with 3 weapon famil
 
Quote:

Rollo said:
oh, sure. just don't give any credit to the guys who found out and told you =P.

Erm... sorry. Would you like credit? I wasn't trying to steal your limelight, just adding information in one centralized location. I have no idea who posted what, so it is hard to just pull names out of a hat...

Quote:

I am pretty sure this is wrong. Comp W is more advanced since it requires a total of 3 tech levels. While Comp X needs two tech areas, the total number of level is only 2.

I am 99% sure the AI would pick Comp W in case of of a valueless ability.

This has been my experience of how the AI evaluates components... I shall go test it again.

Fyron February 5th, 2005 05:37 PM

Re: Forcing the AI to do ships with 3 weapon famil
 
Ok. I don't know what I saw before that lead me to think that number of tech req areas was relevant, but it is not. Updated that linked post. Thanks for the feedback Rollo.

By the way, if you ever feel bored and want to write up little mini tutorials on any specific modding aspect, feel free to submit them to ModWorks. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Edit:
Tested a tie with valued abilities and edited post with results.

Aiken February 5th, 2005 06:41 PM

Re: Forcing the AI to do ships with 3 weapon famil
 
I pretty sure it was Timstone who found a connection between the number of tech levels/reqs and AI decisions. Bab5 tread is too long to search, so I hope my memory serves me well.

Atrocities February 5th, 2005 09:18 PM

Re: Forcing the AI to do ships with 3 weapon famil
 
The problem with adding in AI tags to make the AI add a third weapon is that the AI will add that third weapon at the expense of all other weapons. Or so it has been with the test I ran. http://forum.shrapnelgames.com/images/smilies/frown.gif

Rollo February 6th, 2005 12:53 AM

Re: Forcing the AI to do ships with 3 weapon famil
 
Quote:

fyron: Erm... sorry. Would you like credit? I wasn't trying to steal your limelight, just adding information in one centralized location. I have no idea who posted what, so it is hard to just pull names out of a hat...

no, i was just pulling your leg http://forum.shrapnelgames.com/image...ies/tongue.gif

Quote:

Artocities:The problem with adding in AI tags to make the AI add a third weapon is that the AI will add that third weapon at the expense of all other weapons. Or so it has been with the test I ran.


That must have some other cause. It definately works, it has been used for the space monsters since before SE4 Gold came out.

Perhaps there is not enough room in the design left to add weapons. I would need to see the design file and component list to make an educated guess.

Nodachi February 6th, 2005 01:48 AM

Re: Forcing the AI to do ships with 3 weapon famil
 
Wouldn't making the AI Tag a must have ability and then defining how many under misc abilities work without shorting the primary or secondary weapon?


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