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design pb : boarding ships and multiple fighters
I've looked at several designCreation files, but I still can't understand what makes a good boarding ship. I don't even manage to put boarding parties on it !
Can anyone explain me what must be in the design.txt file ? [ March 22, 2003, 08:05: Message edited by: trooper ] |
Re: design pb : boarding ships and multiple fighters
The magic words for the component are "Boarding Attack".
My advice is that you take a look to AIs that use it... think is the best way to learn, and after it, doing test and trial. An AI that use Boarding Parties is the Space Vikings. |
Re: design pb : boarding ships and multiple fighters
Generally, you have to include components by their ability, not by name, in the design files.
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Re: design pb : boarding ships and multiple fighters
Yeah, the design works.
But my AI doesn't seem to like boarding ships... It's a height for a pirate race ! I put entries like this in the vehicleconstruction.txt file in every AI state : Entry 49 Type := Boarding Ship Entry 49 Planet Per Item := 30 Entry 49 Must Have At Least := 3 But the AI prefers building attack ships, carriers, mine and satellite layers... Any idea ? |
Re: design pb : boarding ships and multiple fighters
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I would propose a simple test, move this entry up in the construction-file. I'm pretty sure that the AI will build them. |
Re: design pb : boarding ships and multiple fighters
1) AI does not reach the entry for boarding ship - it is still trying to fulfill requests for earlier vehicle_creation.txt calls
2} some typo in ship name/class. Check design_creation file again. 3) Are you making AI from scratch or modernizing some other race AI ? Several TDM races uses "boarding ship" for other ship types. |
Re: design pb : boarding ships and multiple fighters
I try to move the lines dealing with boarding ships at the top of AI states list. I'll see if it works.
Another question, which is about fighters. I have two fighter designs in designcreation.txt file, as folows : Name := Missile Interceptor Design Type := Fighter Vehicle Type := Fighter Default Strategy := Fighter Attack Size Minimum Tonnage := 10 Size Maximum Tonnage := 5000 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Weapon Minimum Speed := 2 Desired Speed := 6 Majority Weapon Family Pick 1 := 108 Majority Weapon Family Pick 2 := 0 Majority Weapon Family Pick 3 := 0 Majority Weapon Family Pick 4 := 0 Majority Weapon Family Pick 5 := 0 Secondary Weapon Family Pick 1 := 0 Secondary Weapon Family Pick 2 := 0 Secondary Weapon Family Pick 3 := 0 Secondary Weapon Family Pick 4 := 0 Secondary Weapon Family Pick 5 := 0 Shields Spaces Per One := 12 Armor Spaces Per One := 0 Majority Comp Spaces Per One := 10 Majority Comp Ability := Weapon Secondary Comp Spaces Per One := 0 Secondary Comp Ability := Num Misc Abilities := 3 Misc Ability 1 Name := Standard Ship Movement Misc Ability 1 Spaces Per One := 20 Misc Ability 2 Name := Combat To Hit Defense Plus Misc Ability 2 Spaces Per One := 10000 Misc Ability 3 Name := Combat To Hit Offense Plus Misc Ability 3 Spaces Per One := 10000 Name := DUC Interceptor Design Type := Fighter Vehicle Type := Fighter Default Strategy := Fighter Attack Size Minimum Tonnage := 10 Size Maximum Tonnage := 5000 Num Must Have At Least 1 Ability := 0 Minimum Speed := 6 Desired Speed := 6 Majority Weapon Family Pick 1 := 101 Majority Weapon Family Pick 2 := 0 Majority Weapon Family Pick 3 := 0 Majority Weapon Family Pick 4 := 0 Majority Weapon Family Pick 5 := 0 Secondary Weapon Family Pick 1 := 0 Secondary Weapon Family Pick 2 := 0 Secondary Weapon Family Pick 3 := 0 Secondary Weapon Family Pick 4 := 0 Secondary Weapon Family Pick 5 := 0 Shields Spaces Per One := 12 Armor Spaces Per One := 0 Majority Comp Spaces Per One := 10 Majority Comp Ability := Weapon Secondary Comp Spaces Per One := 0 Secondary Comp Ability := Num Misc Abilities := 3 Misc Ability 1 Name := Standard Ship Movement Misc Ability 1 Spaces Per One := 20 Misc Ability 2 Name := Combat To Hit Defense Plus Misc Ability 2 Spaces Per One := 10000 Misc Ability 3 Name := Combat To Hit Offense Plus Misc Ability 3 Spaces Per One := 10000 It seems that the AI only built one design (the Last one). Is there a way to prevent that ? (duplicate fighter line in construction_units.txt ?) [ March 19, 2003, 13:12: Message edited by: trooper ] |
Re: design pb : boarding ships and multiple fighters
You could call for both designs by name in the file. You could also put them in the UnitConstruction (or whatever the name is) file, but they won't be built until the queue in VehicleConstruction is completed.
Are the designs in your DesignCreation.txt file in that order? I thought the AI always built the first design it found which it had sufficient tech to build. I have been wrong before, though. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: design pb : boarding ships and multiple fighters
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If not (I'm just guessing) have you researched smaller weapons as well? Small rocket pods need this additional tech, small DUCs don't. [ March 19, 2003, 14:43: Message edited by: Rexxx ] |
Re: design pb : boarding ships and multiple fighters
Yes, AI build only the first design listed in design_creation file. I'm too very curios why trooper reports the otherwise. To make AI build both fighters, use design names in construction.txt file. Just one catch: SE tracks the cummulative number for design types, not separate numbers for design names !
As an example, if you want 10 duc fighters and 10 missile fighters, do this: Entry 1 Type := DUC Interceptor Entry 1 Planet Per Item := 30 Entry 1 Must Have At Least := 10 Entry 2 Type := Missile Interceptor Entry 2 Planet Per Item := 20 Entry 2 Must Have At Least := 20 (planet per item might be different in real file, but they should also reflect the way SE works) |
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