Re: Note from MM - AI MODDERS MUST READ THIS
As for making the AI build different Attack Ships, I think it would mean a major reworking of the code as it's hardcoded what the AI does with Attack Ships. So keep the Attack Ship designation but add sub-levels. Just looked at the files and not much needs to be done. In xxx_AI_Design_Creation.txt the first two lines of an entry looks like this:
Name := Attack Ship
Design Type := Attack Ship
A construction call in xxx_AI_Construction_Vehicles.txt looks like this:
Entry 3 Type := Attack Ship
Entry 3 Planet Per Item := 50
Entry 3 Must Have At Least := 2
Add a line Name and we can do this:
Name := Missile Ship
Design Type := Attack Ship
Entry 3 Name := Missile Ship
Entry 3 Type := Attack Ship
Entry 3 Planet Per Item := 50
Entry 3 Must Have At Least := 2
With this little change we can tell the AI exactly what kind of ships, fighters, bases, whatever to build. I don't think it will that hard to code either.
[Edit]
With my proposed change above we can also get the AI to build smaller ships, not just biggest possible all the time. But we wouldn't have any control over how it uses it's ships. Don't know how that can be done since I don't know how the game handle that. Maybe an xxx_AI_Fleet.txt where the composition of different kinds of fleets are spelled out. What types of fleets should we have? Invasion, Defense, Quick Response, Raid, Transport, Repair, Resupply, Escort, Colonize. Those are just off the top of my head right now but there are probably more we could use. Variants of some with escorts to use in unsafe areas (AI needs to learn safe/unsafe).
[/Edit]
As for combat initiative, I think that will be hard. The simple and quick solution is to make the defender always go first.
I agree that the AI should upgrade designs with a number rather then a new name. If it has a ship design called Mauler the upgrade should be called Mauler II or Mauler Mk2 or something. That number could (should?) be a setting that can be made in xxx_AI_General.txt or xxx_AI_Settings.txt so not all AI's have the same numbering convention. While you're at it add the same ability for player upgrades and put the choice of numbering convention at empire creation. Or just (for simplicity) decide on a way and use it everywhere.
Bills idea to get fighters into the AI's carriers is good, but you missed one thing Bill. If there are more then one carrier in a fleet and all have taken losses, transfer the fighters around so as many carriers as possible are full and just send the empty ones back for refill.
Mephisto, I have seen this with the Eee alot.
[This message has been edited by Jubala (edited 14 January 2001).]
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