
July 9th, 2003, 10:31 PM
|
 |
Sergeant
|
|
Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Quote:
Originally posted by Timstone:
We have 2 facilities with the Spaceport ability (Homeworld Hub (HH) and the Trading Port (TP)). Each starting planet must have a Spaceport, a Supply Depot and a Ship Yard. The HH is the most expensive of the 2, so we want each starting planet to have a HH and each planet you colonize thereafter must start building a TP (otherwise the colony takes ages to be build).
Who has a good idea on how to do this?! For the abilities of the HH and the TP, see a few Messages down.
|
Do you really want every planet to build a TP? If so, then you should give it construction abilities... in which case you have the manufacturing facility! Maybe the key here is to make the MF cheaper and then have each world build that first, obviating the need to build TPs at all. This might be a bit much for smaller domed worlds, though. They take forever to build anything (because even their max pop is so small it has only a few hundred build points at best)and can only build a few facilities.
Quote:
Maybe this question will help too.
Based on what does the computer make the decisions to put which building on your starting planets?
|
I can answer this. The AI_Construction_Facilities lists all the facilities to build, in order. Facilities are identified by abilities rather than name because that way ancient and nomad races build the right facilties using the same file, and because that way the AI will always build the most advanced facility available with that ability. System-wide facilties already built or building within the system are ignored, as are all facilities that require tech you don't have.
The AI_C_F files tells the AI how many facilities to build in each "step" before moving to the next step. When the planet is full, the AI stops. You will note that the Last entry is always "build 100 of this type" which just means finish filling out the planet.
I am looking to see if the AI will acccept more colony types than those listed. It doesn't look like it, though. Default_AI_Planet_Types.txt seems to preclude any but the existing nine colony types. If there CAN be more than nine, then we can make specialized building lists for planet sizes, and the larger planets can start on shipyards earlier (which is more efficient).
|