
October 7th, 2003, 10:44 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Question re AI Modding
Originally posted by Rollo:
Quote:
From my observations the AI uses the Defend (Short Term) as the most common state. And also can stay there for long periods of time.
|
It is absolute that the AI will only go into Defend (Short Term) when a Enemy is in its territory… ANd clear this AI State when the Enemy is Cleared.
And agreed, that if the Enemy stays in the AI players Territory that with the se4 default layout of AI States "as you say" and as we both have seen the AI will remain in the Defend (Short Term) and Continue thru and to the Defend (Long Term) as per the se4 default SET with respect of the Vehicle File:
AI State := Prepare for Defense, Defend (Short Term), Defend (Long Term)
Un till that enemy is cleared.
Quote:
That is why I treat Defend (Short Term) as the default state (usually use the same queues as Infrastructure).
|
Absolutely Rollo, this is feasible as long as it is understood that any time an Enemy enters your AI’s Territory that it will now Subscribe to this non-default AI State := Defend (Short Term), Infrastructure
Un till that enemy is cleared.
Then exit to the Explore State if there are still unexplored Systems near
And (may not reset) to Entry 1 of the non-defaulted and combined Infrastructure State; after the AI has cleared the Enemy and is directed to resume the Infrastructure State. Because in that layout, it is already producing in that State.
In addition, this non-default lay-out (((may))) result in the probable non-subscribing of the Defend (Long Term), depending on where this may be located or paired with; in a non-defaulted se4 Vehicles file.
Quote:
Removing the facility builds could hurt the development of the AI IMHO.
|
Agreed,
as I posted, but this is an option and fuel for thought to produce Units in a possable time of need, thats all... And does come with a circumstance 
[ October 07, 2003, 22:15: Message edited by: JLS ]
|