
June 15th, 2003, 08:40 AM
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Corporal
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Join Date: May 2003
Location: SF Bay Area, CA
Posts: 145
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Re: My AI Design Q&A
Quote:
Originally posted by Grand Lord Vito:
What planet types would you recommend the AI to built the Ship Training Facility?
I don't understand, why would the Fleet training, need some input from the experts. Does the AI handle Fleet Training operationally different from Ship training?
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If the AI disbands and reforms fleets without good reason, then any fleet training that had managed to happen by chance will be undone since the fleet was disbanded. Ship training will not be affected, though.
Quote:
Originally posted by Grand Lord Vito:
How long of a long while, is this expected to Last? 5 turns or 500 turns?
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In my case 10 to 50 turns depending. Longer for the 50% limit problem than for the same design problem.
Update on the retrofit ship damage front:
Ok, the Last few times the AI has done a retrofit, waited a single turn, then sent the ship off. It is not related to repair ability because no repair ability could repair enough components in one turn to fix some of those ships. The ships fly around damaged trying to perform their normal role like nothing is wrong with them.
Quote:
Originally posted by Grand Lord Vito:
5: Specifics. In the Vehicle file will the AI use the lines after 11?
And what of the redundant Colony ships in exploration for example). For example, build some colony ships, build some attack ships, build colony ships again to replace, build support ships, build colony ships again to replace, etc.
I don't understand how this has been answered?
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Well, the file doesn't work the way I thinking when I asked question five. MB and some further testing cleared it up though. Here is how it works. Every turn the AI goes to the top of the queue in construction_vehilces for whatever AI state you are in presently. "Exploration" for instance. It reads entry 1, adding whatever is needed to the build queue of some world. If you still have resources and more build queue slots then it goes to entry 2. So it starts at the top and goes down every turn. Thus a redundant call, say build ten colony ships at entry 1 and again at entry 4, has no value and is just redundant. Because every turn the first entry causes it to fill the build queues to have 10 colony ships total the second entry has no effect. But a second call to build 20 colony ships at entry 4 would then add 10 more if there were build slots available after 1-3.
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