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Old January 14th, 2001, 07:34 PM

HreDaak HreDaak is offline
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Default Re: Note from MM - AI MODDERS MUST READ THIS


XXX_AI_Constuction_Facilities.txt

Facility X Build only if Atmosphere NonBreathAble := True/False
- If the flag is set to True, then AI builds this facility only if the atmosphere is not breathable.

Facility X Scrap/Do not build this if Next Available := True/False
1. If set to True, AI will not build this building if the next building is available.
2. If set to True, AI will scrap this building when the next building becomes available.

- By saying 'next building' i mean ONLY the next building after the building having the Facility X
Scrap/Do not build this if Next Available set to True.
- In addition to these the message Atmosphere changed should cause the scrapping of all
facilities with the ability to change atmosphere on the planet in question
and the re-evaluation of that planets build list...

Example: (Mining Colony)

Facility 1 Ability := Spaceport
Facility 1 Amount := 1
Facility 1 Build only if Atmosphere NonBreathAble := True
Facility 1 Scrap/Do not build this if Next Available := True
Facility 2 Ability := Planet - Change Atmosphere
Facility 2 Amount := 1
Facility 2 Build only if Atmosphere NonBreathAble := True
Facility 2 Scrap/Do not build this if Next Available := False
Facility 3 Ability := Spaceport
Facility 3 Amount := 1
Facility 3 Build only if Atmosphere NonBreathAble := False
Facility 3 Scrap/Do not build this if Next Available := False

XXX_AI_PlanetTypes.txt

Minimum Planet Size for Type := Add options here for Ring/Sphere worlds
Maximum Planet Size for Type := Tiny/Small/Medium/Large/Huge(/Ring/Sphere)
Atmosphere breathable := True/False
- If this is set to true, then choose this planet type only if the atmosphere is breathable.

Change the way the value things function:
Min Mineral Value :=
Max Mineral Value :=
Min Organics Value :=
Max Organics Value :=
Min Radioactives Value :=
Max Radioactives Value :=

-If the planets resource percentages do not fullfill ALL these requirements then reject the planet type.

In Components.txt file separate the roman numeral into three values:

- First one is the value that will be displayed on the component icon. (I-XX or something)
- Second one is the value that calls for the ship design subroutine to be started. (True/False)
- Third one is the value that tells AI how good this component is in its family. (The bigger
the number the better the component, should help the AI in choosing which component to use in
its new designs)


XXX_AI_fleets.txt

Fleets Div X Amount of Names (the number of different Names in Div X) := (0 here means that the value is not used)
Fleets Div X Max Percentage Y 'Name' (Name is from the AI_DesignCreation.txt) := (0 here means that the value is not used)
- Y is the number of Name in Div X.
- AI should be able to add any Design Type to its fleets as long as the ships name is called
in the Fleets Div X Max Percentage Y 'Name'.
Fleets Div X Min Amount of Ships in Fleets := (this would be the minimum required amount
of ships in fleet so that the fleet would be ACTIVE.)

Some thoughts about fleet being ACTIVE (dont know if something like this is already implemented)

- ACTIVE means that it could be sent on ATTACK missions or whatever missions there are.
- If the fleet is INACTIVE it should not take any actions outside its own systems.
Infact it should immediately try to return back to AI's own system for regrouping.
Or it could try to merge with other AI fleets...
- INACTIVE fleet could operate normally in AI's own systems.
- INACTIVE fleets should never wonder outside AI's own systems voluntarily.

AI's own system? (some thoughts)

1 If AI has planets only in 1 system then this is automatically AI's own system?
2 AI has unblockaded spaceyard and resupply depot in this system?
3 there are no enemy ships in this system?
4 there is less enemyship tonnage in this system?
5 there are fewer enemy planets in this system?



Example:

Fleets Num Divisions := 2
Fleets Div 1 Max Amount of Ships := 20
Fleets Div 1 Max Amount of Planets := 0
Fleets Div 1 Num Fleets := 1
Fleets Div 1 Amount of Names := 3
Fleets Div 1 Max Percentage 1 Destroyer := 50
Fleets Div 1 Max Percentage 2 Carrier := 25
Fleets Div 1 Max Percentage 3 Mine Sweeper := 25
Fleets Div 1 Min Amount of Ships in Fleets := 5
Fleets Div 2 Max Amount of Ships := 50
Fleets Div 2 Max Amount of Planets := 0
Fleets Div 2 Num Fleets := 2
Fleets Div 2 Amount of Names := 2
Fleets Div 2 Max Percentage 1 Dreadnought := 75
Fleets Div 2 Max Percentage 2 Mine Sweeper := 25
Fleets Div 2 Min Amount of Ships in Fleets := 10

- AI should not obsolete ships based on the Design Type but the Name.
This would ofcourse require the use of Name in the calls for building
in XXX_AI_Construction_Vehicles.txt


XXX_AI_Construction_Vehicles.txt

Entry X Name (Name is from the AI_DesignCreation.txt)

This is the same request as in Jubala's post...


More comments about these thoughts are welcome...

[This message has been edited by HreDaak (edited 14 January 2001).]
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