Re: Note from MM - AI MODDERS MUST READ THIS
Ok, I focus on things that are important for me as a MODDER. "Fixing" these will greatly improve the MODs that I can do.
It's somewhat of a long list but most things are not very hard to fix and only need small code fixes if any at all.
1.) ECM/Combat Sensors broken. This is caused by a "misspelling" in all design files. It momentarily reads "combat to hit add" or "combat to hit dec" but should read "combat to hit offense plus" and "combat to hit defense plus".
2.) The RaceName_AI_Strategies.txt are not working, the AI will always use Default_AI_Strategies.txt even so a RaceName_AI_Strategies.txt is placed in the race folder.
3.) The name file (at least the “states.txt”) is to small. The AI runs out of names and stops building new designs altogether. Just increase the design name addendum from 10 to 20 and it should work again (or just add more states :-)).
4.) When the design AI should fill up with shields, it will do so with shield generators every time but should use phased shield generators if available.
5.) Make the AI fill up the Last free tons of tonnage with armor. Currently the AI sometime leaves 20 t of space empty because neither a shield generator nor armor above tech level 4 fits in.
6.) An option to tell the AI which armor to use in its designs would be great.
7.) Spelling inconsistency: All resources are plural (i.e. “resource generation mineral -s- “) except for the mineral storage where it is singular (i.e. “resource storage mineral”). A typo here provokes an “Index Error”.
8.) Add a line “Use master computer if available” in the design files. At the moment you cannot prevent the AI from designing ships with bridges, life support and crew quarters.
9.) Give us the ability to add a computer virus like a point defense weapon to a design.
10.) Fix the engine “bug”. Currently the AI does not invoke the design routine when researching new engines. This seems to be related to the roman numerals in the components.txt. Every more advanced engine needs a higher roman numeral then the engine before.
11.) The empire AI should scrap old units (fighters, weapon platforms) to gain cargo space making room for the new designs.
12.) Atmospheric Converter: The AI should check if the planet already has the desired atmosphere and skip building the facility. It should also scrap the facility if the desired atmosphere has been produced.
13.) A small routine that prevents the AI from spending more then 50% or so of its income on building facilities. Currently the AI can disable itself by upgrading large amounts of facilities and running out of resources. In this case the Ai will scrap/abandon its ships and that leaves them without defense.
13.) The AI should use all remaining points between the maintenance max. and the actually income to build units (if storage is already full). At the moment the AI stops building units if it has reached its maintenance max. even so there are resources left and units don’t cost maintenance.
14.) When assigning orders from the AI_Construction_Vehicles.txt, the AI should try to assign as many as production facilities and resources allow. I.e. when the AI should build 10 cruisers and has only 5 space yards it should order 5 cruisers and go on searching for a unit production and assign them in effect building both, cruisers and units, at the same time.
15.) Give WPs a range modifier like Bases.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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