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AI questions for the \'Masters\' out there
A couple of quick questions for any AI gurus out there:
1 - Can you make the AI reverse engineer captured ships? 2 - Can you force the AI to research Ruins techs by including them in their Research? From my understanding, if you put something in there that can't yet research they skip it and go to the next item on the list, but as the research slots open up they will wind up researching it, yes? This next one isn't so much AI, but component related, but being used to effect the AI: 3 - Can you make a colony class component that doesn't allow colonization? So a ship can require the '50%' colony module space and will take these non-colonizable colony modules. Thanks - in advance - for any and all input http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI questions for the \'Masters\' out there
1) No
2) Certainly! 3) No. However, there is probably a way around it. What exactly are you trying to do there? |
Re: AI questions for the \'Masters\' out there
1- Damn
2- Thought so. 3- I have thought of a way around it, basically, wanted to make component requirements for ship types to force Nomad resource ships to have resource gathering components (kinda like Colony ships requiring a percentage of Colony Modules). I was thinking of making the nomad shipset only require a bridge and crew quarters (or LS) the crew quarters would be a bit larger and double as LS and CQ in the description and just require more of that component for Nomad ships. Then require the LS component on the resorce ships and make the resource component have the LS ability. |
Re: AI questions for the \'Masters\' out there
You could also make the resource gathering components reduce maintenance, and be one-per-vehicle...
Then your resource gathering ship could be based on any hull. |
Re: AI questions for the \'Masters\' out there
Also a good valid idea. Thanks SJ!
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