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-   -   Tiny Space Yard (http://forum.shrapnelgames.com/showthread.php?t=6574)

Spuzzum July 8th, 2002 11:23 AM

Tiny Space Yard
 
So far, my mod has added four different types of Space Yard components, ranging from Tiny to the standard to Huge.

The problem is, the AI keeps building the tiny ones on ships and bases when the other ones are bigger and thus more powerful.

What kinds of ways could I go about fooling the AI that bigger is always better when it comes to Space Yards?

Suicide Junkie July 8th, 2002 02:45 PM

Re: Tiny Space Yard
 
How are they ordered in the components.txt file? If the larger ones are "upgrades" to the standard SY family, the AI should use them.

Spuzzum July 10th, 2002 08:50 PM

Re: Tiny Space Yard
 
I think I see... my current order is:

Space Yard I
Tiny Space Yard I
Small Space Yard I
Large Space Yard I
Huge Space Yard I
Space Yard II
Tiny...

I'll try your suggestion. Thanks for the input!


[edit]Oh, by the way -- I couldn't make them as part of the standard family, since doing so would make Only Latest show only the largest space yard component.

61 - Tiny Space Yard
62 - Small Space Yard
6 - Space Yard
63 - Large Space Yard
64 - Huge Space Yard

[ July 10, 2002, 19:53: Message edited by: Spuzzum ]

Spuzzum July 10th, 2002 09:02 PM

Re: Tiny Space Yard
 
Well, maybe it wasn't a suggestion -- more of an educated guess ;-) -- but the AI now builds the largest space yard it can.

DirectorTsaarx July 11th, 2002 04:23 PM

Re: Tiny Space Yard
 
I had the opposite problem when I tried adding larger space yards - in the early game, the AI would design "space yard bases" on space station hulls, but there wouldn't be a space yard on the base, because there wasn't enough room for the largest yard, and the AI wouldn't consider using the smaller yards. Same with space yard ships - there'd be space yard ship designs with no yards on them.

I never solved the problem - I just made the better yards more expensive rather than larger.


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