
July 1st, 2003, 08:37 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by QBrigid:
quote: Originally posted by JLS:
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.
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JLS.
How does this apply to other buildings in AIC and the {AI Only} trait that up until now has only been seen in AI Campaign? I programmed a Racial Construction Tech to the AI Only Trait so when this trait tie ins are called in the AI Player or AI Neutrals Player General File it will load all the needed Starting information for that AI. The same principle applies when I want the game to load Racial Players Population Centers for the Human Players.
With the AI Balance tech and Human Balance Techs this allows certain Components, Facilities, Intel Projects, Research, Etc to be only accessed by the either the Human Player, Neutral Player or the AI Only Player.
I expect this to be very useful in future Mods, for example, this style of programming has already helped some mod designers of late:
QuarianRex: with his outstanding and creative; Primitive mod he made Last April, that ties to the Neutral players.
Fyrons: Adamant Mod with the (AI ONLY), and if you notice has tied into the Tech and Facilities file as well for his AI, this past month.
To name a few.
It enables the game to load facilities for the Players at the very start of a game, and allows the AI ONLY to have specifics that a Human Player cannot have and of course visa versa; it will add much more versatility to any Mod
[ July 01, 2003, 19:43: Message edited by: JLS ]
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