Re: Advanced IA race moddings tricks (long)
oleg - The 'Must Have' fields are design specific, each type of design can have different 'Must Have' items listed. I can't remenber seeing it apply them to all designs of the same type even in the earlier pre-Gold Versions. I use different 'Must Have' abilites for all of the different design types and haven't had any problems - I know some of the TDM guys also use different abilities as 'Must Have' in thier DesignCreation file (look at the latest Aquilians MB just posted).
- In the Battle cruiser example I used, the AI will place 5 FB's, and 3 Cargo Bays. A carrier with 1 'Must Have' Fighter Bay, and Fighter Bays as the Majority Component will end up with 1 fighter bay over the minimum number of bays required. The design type is used by the AI for which designs to build in the Construct Vehicle file (if not calling for a design name), and how the ship will be used when constructed. i.e. if The Battle Cruiser Carrier I used as an example had a Design Type of anything other than carrier, it would never be loaded with fighters; the Design type tells the AI how the ship is to be used - Carrier loads fighters and joins fleets, Pop. Transport moves population, Mine Layer lays mines, etc... The Majority Ability is what will determine if a Carrier, Transport, Colony Ship or standard hull for ships; the type of hull used for units is determined by the Vehicle Type entry (design a recon satellite with a Fighter Type and you will get a fighter - actually worked very well in the pre-Gold Versions, post-Gold there is a hard code change that will limit the AI from constructing more than 1 Recon Satellite on a planet at a time) - Try using the default design for a carrier, and only replace the Launch/Recover Fighters with Cargo Storage - you'll get a transport with 1 fighter bay on it that will be used by the AI like a carrier.
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