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-   -   History.txt - Calling for names in the construction file (http://forum.shrapnelgames.com/showthread.php?t=8038)

Rexxx December 18th, 2002 12:54 PM

History.txt - Calling for names in the construction file
 
From the history.txt:
v 1.61
The Default_Ai_Construction_Vehicles.txt file will now allow for the design name or the design type. The term "Colonizer" is till hard-coded to be evaluated to the needed type of colonizer .
When looking for the design to build, the game will look for the latest design which matches the design name. If no match is found, then the latest design which matches the design type will be located. If neither is found, this purchase item will be skipped.

What does the second sentence actually mean? I can translate it into German but that doesn't help much. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ December 19, 2002, 13:15: Message edited by: Rexxx ]

Mephisto December 18th, 2002 01:18 PM

Re: History.txt - Calling for names in the construction file
 
If you call "Colonizer" in the build queue, the AI will try to evaluate what type of Colonizer it needs (Rock, Gas, Ice) while calling it by "name" it will build whatever you called needed or not. I hope that clears it for you. http://forum.shrapnelgames.com/images/icons/icon7.gif

Rexxx December 19th, 2002 03:36 PM

Re: History.txt - Calling for names in the construction file
 
Quote:

Originally posted by Mephisto:
If you call "Colonizer" in the build queue, the AI will try to evaluate what type of Colonizer it needs (Rock, Gas, Ice) while calling it by "name" it will build whatever you called needed or not. I hope that clears it for you. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Unfortunately it does. http://forum.shrapnelgames.com/images/icons/icon12.gif
Well, I hoped that this sentence gives me an answer to the question why calling for names for colony ships doesn't work as described in the history.txt.
During the Last days I ran some tests with different construction_vehicles files. I wanted to avoid those colonizer dead ends which occured frequently during games between peaceful races in MB's AI contest confirming my own observations from a lot of test games (choose a small quadrant and peaceful races: Expansion, I bid you a very fond farewell http://forum.shrapnelgames.com/images/icons/icon7.gif . At Last I wanted the AI to build different colonizers during the same turn.

An example:
Entry 3 Type := Seeder (Gas)
Entry 3 Planet Per Item := 300
Entry 3 Must Have At Least := 5
Entry 4 Type := Seeder (Rock)
Entry 4 Planet Per Item := 300
Entry 4 Must Have At Least := 9
Entry 5 Type := Seeder (Ice)
Entry 5 Planet Per Item := 300
Entry 5 Must Have At Least := 12

Until the first rock colonizer was designed the AI built 5 gas colonizers just as I called for.
From that moment on the AI began to build rock colonizers, only rock colonizers. It followed the call for 9 ships. After the first ice colonizer design was available it began to build only ice colonizers, again following the new call for 12 ships.

The good news is that those annoying dead ends can be avoided. If I had 5 gas colonizers and no gas giant available, the additional 4 rock colonizers guaranteed further expansion. The bad news is the impossibilty of having all available colonizing tech used simultaneously.

After that I ran test with space yard ships.
Entry 17 Type := Support (SYS-1)
Entry 17 Planet Per Item := 0
Entry 17 Must Have At Least := 2
Entry 18 Type := Weapon Platform
Entry 18 Planet Per Item := 20
Entry 18 Must Have At Least := 0
Entry 19 Type := Support (SYS-2)
Entry 19 Planet Per Item := 0
Entry 19 Must Have At Least := 4

It build two SYS-1 and - the much later designed - two SYS-2. If one of these 4 ships were destroyed or scrapped the AI built only SYS-2 until the number of 4 was reached.

It is my guess that - unfortunately - the AI only follows the Last (available) entry/name for a certain design type and the according must have number.

Can anybody confirm these observations?

oleg December 19th, 2002 04:38 PM

Re: History.txt - Calling for names in the construction file
 
Well, you can break up build queue even further by adding just one "must have" ship per entry. yes, it makes kind of impractical long stupid file but it is best I can think of.

capnq December 19th, 2002 09:07 PM

Re: History.txt - Calling for names in the construction file
 
Some mods add a "universal" colony component that can colonize any planet type. Something like that could simplify the construction file a lot.

Mephisto December 21st, 2002 12:08 PM

Re: History.txt - Calling for names in the construction file
 
I noticed this bug, too. But when you have found the exact way it works please send it to MM by any means! http://forum.shrapnelgames.com/images/icons/icon7.gif

Rexxx December 24th, 2002 02:27 AM

Re: History.txt - Calling for names in the construction file
 
Quote:

Originally posted by Rexxx:
It is my guess that - unfortunately - the AI only follows the Last (available) entry/name for a certain design type and the according must have number.
<font size="2" face="Verdana, Helvetica, sans-serif">Just for the records:
What I described above only occurs after a vehicle/unit of a certain design type is destroyed or scrapped. Because of this, calling for names for colonizers will never work because they are being "scrapped" permanently.

Before the first vehicle/unit is scrapped/destroyed calling for names works as intended and described in the history.txt (if the must have numbers are raised accordingly).

A mail to MM is on its way.

[ December 23, 2002, 12:28: Message edited by: Rexxx ]


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