
October 14th, 2002, 07:24 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
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Re: Advanced IA race moddings tricks (long)
Quote:
3) Must have ability = launch/recover fighters will automaticaly fill 50% of carrier hull with fighter bays. If you want space left for other components, make "majority component = lau./rec/fighters" space per one = some big number (it will add only one extra FB). make "secondary component = weapon" , put some reasonable number in "space per one" and assign CSM/PM numbers for "choices".
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No - the Num Must Have At Least 1 Ability := 1, and the Must Have Ability 1 := Launch/Recover Fighters instruct the AI that the ship has 1 ability it must have and that the ability is Launch/Recover Fighters. That will place a total of 1 Fighter bay on the ship. What instructs the AI on what type of hull to use is the Majority Component ability - Cargo will select a transport and add cargo bays until the 50% requirement is met, Launch/Recover Fighters will result in a carrier, and Colonize types will result in a colony ship. For example, if you wish to construct a carrier using a battle cruiser hull try:
Name := Battle Cruiser Carrier
Design Type := Carrier
Vehicle Type := Ship
Default Strategy := Maximum Weapons Range
Size Minimum Tonnage := 550
Size Maximum Tonnage := 650
Num Must Have At Least 1 Ability := 8
Must Have Ability 1 := Launch/Recover Fighters
Must Have Ability 2 := Launch/Recover Fighters
Must Have Ability 3 := Launch/Recover Fighters
Must Have Ability 4 := Launch/Recover Fighters
Must Have Ability 5 := Launch/Recover Fighters
Must Have Ability 6 := Cargo Storage
Must Have Ability 7 := Cargo Storage
Must Have Ability 8 := Cargo Storage
Minimum Speed := 3
Desired Speed := 6
Majority Weapon Family Pick 1 := 2
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 1
Secondary Weapon Family Pick 2 := 25
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 10000
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 300
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 600
Secondary Comp Ability := Weapon
Num Misc Abilities := 5
Misc Ability 1 Name := Quantum Reactor
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Cloak Level
Misc Ability 2 Spaces Per One := 8000
Misc Ability 3 Name := Point-Defense
Misc Ability 3 Spaces Per One := 300
Misc Ability 4 Name := Combat To Hit Defense Plus
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Combat To Hit Offense Plus
Misc Ability 5 Spaces Per One := 10000
For the Carrier listed in 3)
- Majority Weapon Family Pick 1 does not need a weapon listed as the majority ability is Launch/Recover Fighters.
- Shield Spaces per 1 set at 50 instructs the AI to try to place 16 Shields on a Light Carrier, 20 on a Carrier, and 24 on a Heavy Carrier - there will be no room left for a weapon or any large misc items. The carrier designed will have the minimum number of carrier bays (+1 for the Must have), and then fill up with shields.
- The line for armor will work like the one for shields - you would be better off using a value of zero on this line, and adding an extra misc ability at the end calling for the ability armor.
- The Majority and Secondary abilities are going to call for an additional 2 fighter bays beyond what is already there and 4 missiles on a light carrier.(neet little trick with the majority ability is using zero, as it is fequently already called for in the Must have area, and in this case is used for to fill 50% of the ship - with a value of zero, no more will be added while going through the design, but if any additional space is left at the end, the majority ability will be added to fill up the remaining space)
- By the time that the AI gets to adding cargo, there will be no space left for it. The simplest way to ensure that cargo bays are placed ont he design is to increase the number of 'Must Haves' to 3, and add two more 'must have' lines each calling for cargo storage.
Try looking at the DesignCreation files for the Orks, Zorians, and my Version of the Krill for examples of what you are attempting.
2) - As said, if you are using Gold, give each a different name with the design type Fighter. The 'Must Have' does NOT apply to all designs of the same type, only the specific design it is listed in. However, you will need to make sure that you change the ConstructVehicle file to call out the names you use instead of just calling for Fighter - otherwise it will only build the latest of the designs.
7) - It is rather complicated on how the AI states fit in, the best thing to do is to simply use the TDM race that fits what you are ,looking for the closest as an example to work from, and adust the file from there.
4) & 5) - Best thing to do is to look at the files in several of the TDM races (good idea to do over-all if your trying to create an AI) - For more creative ideas on how to make the AI do more odd things I would recommend looking at the AI's by MB, Rollo, and myself (no shameless plug intended) - Those AI's tend to take advantage of, use, and manipulate the AI's little quirks the most.
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