View Single Post
  #6  
Old April 24th, 2002, 08:55 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: AI files in Proportins

Yes, look at the top (comment area) of the Facilities.txt file in Proportions. I added a section that explains what all the bogus entries there are.

I haven't yet documented the bogus abilities for components, but I will work on that. These are needed to make appropriate choices for cargo storage, efficient engines, and armor.

The pseudo-Newtonian movement system requires a fair amount of work to mod AI for. Since each ship size has a different number of max engines, and some use of efficient engines is desirable, I had to break out "attack ships" into many different entries ("attack destroyer", "attack light cruiser", etc). I'm also starting to add second types per size, so attack ships include more supplies and efficient engines, and defense types include faster engines and more combat equipment. That's sort of a design decision rather than a requirement. However it helps if the AI has at least some ships with good range (meaning efficient engines and/or supply storage) - this is why the current AI has problems with zero-planet systems. In 2.2 I have started adding Explorer designs to the AI which help a lot, but you have to tell the AI to barely build any, or it may build too many. It really only needs about one dedicated long-range explorer.

Another consideration is the empire ability selection - these mostly cost different points now, so as Oleg started, and I've done some more work on, the AI's should have customized choices for their abilities and traits, or they may not use all of their points.

Here are some notes I started to prepare for Suicide Junkie after he asked what it would take to add Proportions to his automatic AI-conVersion utility. They aren't finished, though:

quote:
Originally posted by Suicide Junkie:
How many changes do you have to make to AIs for your mod? There's always more room in the AI Patcher for more mods, assuming the changes required are not too complex!


Here's a list. Let me know if this looks reasonable or not, or if you have any questions. I'm not getting real specific, because I have the feeling it's probably too much for you to want to tackle.

ai_settings.txt:
Adjust tonnage build times.

ai_politics.txt:
multiply accept surrender threshold by 100 times.

ai_designcreation.txt (massive changes):
Must duplicate the attack ship design into one design for each ship size (!). Attack Escort, Attack Frigate, Attack Destroyer, Attack Light Cruiser, Attack Cruiser, Attack Battlecruiser, Attack Battleship, Attack Dreadnought, Attack Baseship. Changes to most values of every ship design.

PvK
Reply With Quote