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Gandalph April 28th, 2002 01:39 AM

xxx_AI_unit_construction.txt
 
Ihave stated in a previous thread that it would be nice to have the minister build defensive units but not ships. I was pleased, when the Gold patch came out, when I read about the xxx_AI_Construction_units.txt. What a great idea and the answer to my query. I have since found that the minister will still not build defensive units unless ship construction is turned on. OK, get rid of the construction_vehicle file. Didn't work. AI used the default one and start6ed building ships. OK, edit construction_vehicle.txt and set all que entries to 0. Didn't work. AI built nothing. If I have vehicles listed in the Construction_vehicle.txt and the construction_units.txt then the minister will buils according to both files. If this is the only way it works, then it is a worthless addition as I can just write the units I want built into the construction_vehicles.txt file and achiev the same thing. Any takers on this phenomena?

Andrés April 28th, 2002 06:00 AM

Re: xxx_AI_unit_construction.txt
 
I was doing some experiments with that new file while writing new original AI for the Niridians.

What I did was remmove Construction_Vehicles to make sure non of the units came from that file.
Construction_units seems to work, since the race was able to construct units and I could make them build most units in non-space yard worlds, leaving them free to build ships.
But at some point they almost stopped building units. I think it's the same problem that was seen in Construction_Vehicles, once AI reaches the Last Queue Entry it doesn't seem to restart for a while.
I'll have to try adding more Queue Entries.

Gandalph April 28th, 2002 07:06 AM

Re: xxx_AI_unit_construction.txt
 
In my experiments, the AI uses the default_AI_construction_vehicles.txt if one is not present in your race directory.

Q April 28th, 2002 07:23 AM

Re: xxx_AI_unit_construction.txt
 
As far as I understood the AI unit construction file was meant to be a backup construction instruction for colonies/spaceyards that would have been idle otherwise.
So yes, the AI uses the vehicle construction and facility construction file first and only considers the unit construction file afterwards. Therefore in the beginning of the game the unit construction file will probably not be used. But IMO this is right or would you prefer the AI stop building colonizers and therefore expansion to build weapon platforms?
There is however one problem with new colonies: I usually build one or two weapon platforms first before I start building anything else in order to protect the colony. I see no way how you could instruct this to the AI. In my experience the AI will always build the facilities first.

[ 28 April 2002: Message edited by: Q ]</p>

Crazy_Dog April 28th, 2002 12:54 PM

Re: xxx_AI_unit_construction.txt
 
Some months ago, i defended the idea that must exist a minister to units and other for ships.
If that is implemented, is much simple to program the use of units/ships.

Andrés April 28th, 2002 05:22 PM

Re: xxx_AI_unit_construction.txt
 
When will I lear to type correctly. Or at least to revise what I write.
What I meant was that I had remove all units from their construction_vehicle file.
What I wanted is to build units such as mines or fighters without distracting the space yard worlds. And it seemed to work for some time.

Gandalph April 28th, 2002 05:49 PM

Re: xxx_AI_unit_construction.txt
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Crazy_Dog:
Some months ago, i defended the idea that must exist a minister to units and other for ships.
If that is implemented, is much simple to program the use of units/ships.
<hr></blockquote>

I agree with this line of thought. It would be much easier for the AI and for a human using ministers to have a seperate ship building and unit building function.


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