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Imperator Fyron said:
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aiken said:
Also, Monster AI in Adamant has an error in AI_designcreation file: Base Space Yard design has no Space Yard ability call.
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This is how Rollo designed them... the BSY is not meant as a base space yard, but merely as a platform for the sector cloaking ability. I seem to recall that the AI only uses BSYs to construct units. Since the Space Monster homeworld can effectively never be attacked, having units on it would only have wasted resources.
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I just checked one of my single player games, and the AI had several BSYs building ships.
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Imperator Fyron said:
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douglass said:
In the Galactic Invasion game using the latest Version of the mod, the monsters don't seem to be designing ships correctly.
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Strange, they worked perfectly in a test game I just ran. The only thing I can think of is that the game host added them to the game incorrectly, so they are not using the Space Monster AI files.
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douglass said:
I'm pretty sure this is because the shipsets they're using have AI files designed for monsters in a different mod (they do at least have cloaking bases and hate everyone).
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The Space Monsters have their own ship and base sizes, and do not have any access to the "normal" vehicles, due to racial traits. This is not an issue.
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The game host didn't know any better and gave the monster races Imperial Aspirations, Physical Race, and Nomads as well as the Space Monster traits. I'd suggest making the Space Monster traits cost 30000 together and require Imperial Aspirations so this mistake is a lot harder to make. Even if he hadn't done that, in the test game I ran with a monster race using the aggressive minister style (deliberately NOT using correct Space Monster AI) and a high tech start, the monsters it designed had no weapons. I'm pretty sure this happened because the AI files called for a weapon family the race didn't have access to, and the AI doesn't have a backup way of picking weapons.