View Single Post
  #385  
Old June 23rd, 2003, 06:47 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by SunDevil:
JLS,

***What is the point in putting in Movement Bonus abilities to a construction queue. And how many actual mining facilities will be built? Where are the mineral storage facilities which even though the ai has low mineral costs for ship building, the actual facilites themselves are quite expensive to build. And I don't see where the ai would build towns, cities any of the other multi use structures you have added to the mod. Can the ai build these?
I am sorry SunDevil, I thought that Cybersol answered this perfectly.
Therefore, I only answered the parts that Cybersol, did not address.

=

AFAIK, the tag idea, was originated by PvK, for the Proportion Mod. available here on the Forum.
The AI loads Culture Centers and Cities that generates Resources, Research, Intelligence Production, as well as several other neat things.

Now if we ask the AI, for example to build: (Resource Generation – Minerals) the AI would think the Cultural or a large city would be the best facility, and this would require a longer build time, then the basic Mining Facility we origonaly wanted.

Please refer to the AIC Facility file.
The tag of (Movement Bonus) is attached as you can see to the Mining Expedition, Mining Settlement, Mining Colony, as well as the Mining Complex may be properly constructed by the AI, depending on your levels of extraction.

With Quantum Reactor tag, this as you can see will instruct the AI to construct the Farming Settlement, Farming Colony, or the Farming Center, depending on you levels of extraction.

===

As this applies to, “towns, cities any of the other multi use structures”.

The way AIC is programmed. The AI will start you with the correct amount of individual Racial Population Centers/Cultural Centers, when you start your AI Campaign game. This is done because there is an Individual AIC Racial Construction Trait, for every Race even a dual Races that you may choose, as you will notice in both your AIC RacialTraits and TechArea File.

The AI will not build or replace your Starting Cultural Centers in AIC. Instead, the AI player will build one or two tiny Settlements on most of the Colonies, early in the game.
Please refer to the (Component Destroyed On Use tag) in the Facility File.

These AI Player Settlements will evolve, in sequence as your game Progresses. For Example:

Settlements
Communities
Towns
Cities
Metropolis
World Cultural Center - This would be more then the equivalent of the Starting Population Center.

Also Please note:
In each AIC AI folder, in the AI_Construction_Facilities file, you will Find both the:
Construction Queue Type := Homeworld
Construction Queue Type := Resupply Base

The Homeworld may Replace lost Population Centers here, however, they will be in the form evolving Settlements, as explained above.

The Resupply Base Colony, is actually the Colonial World for the AI Player and in with this Planet the AI, if lucky, will build the Utopia of Worlds, as would you, if you had a:

Minimum Planet Size for Type := Large
Mineral Value := 101
Organics Value := 101
Radioactives Value := 101

The above entree will be found in your AIC, AI PLANET TYPES DATA FILE, which very well may be one of the most important AI files in AI Campaign

I hope all your questions have been answered, SunDevil

Reference:
However please do not be confused, and think that this tag, in any way; will give the AI Player or Human Player any Special Abilities. It does not.

================================================== ===========
ABILITIES DATA FILE ~AIC v2~ Proportions Mod by PvK/~AIC Modeled by JLS
================================================== ============

Warp Point - Turbulence
Value1 = Amount of damage done to objects moving through this warp point. (Normal Damage)
Value2 =
(PvK: Used as AI tag for efficient engines.)

Star - Unstable
Value1 = Chance that sun will explode each year.
Value2 =
(PvK: Used as AI tag for regular cargo storage.)

Sector - Sensor Interference
Value1 = Modifier subtracted from to-hit rolls
Value2 =
(PvK: Used as AI tag for Religious Talisman.)

Resource Generation - Minerals
Value1 = Amount of minerals generated per turn.
Value2 =
(JLS: Used as AI tag for Sensor Level.)

Resource Generation - Radioactives
Value1 = Amount of radioactives generated per turn.
Value2 =
(JLS: Used as AI tag Planetary Weapons used for AI Balance for fighters and BC ships and up.)

Planet - Change Ground Defense
Value1 = Percentage modifier to ground combat on this planet.
Value2 =
(PvK: Used as AI tag for ECM.)

Planet - Shield Generation
Value1 = Amount of shields generated.
Value2 =
(PvK: Used as AI tag for regular armor.)

Drop Troops
Value1 = Number of troops which can be dropped to attack a planet.
Value2 =
(PvK: Used as AI tag for armor plating.)

Ancient Ruins
Value1 = Number of techs areas (random) received when this planet is colonized.
Value2 =
(PvK: Used as AI tag for base / weapon platform non-fire-control-center combat sensors.)

[ June 23, 2003, 22:23: Message edited by: JLS ]
__________________
>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
Reply With Quote