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December 13th, 2003, 06:19 PM
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Corporal
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Fighters and designtype
For the Planetary Assault mod it is necessary to create an anti-fighter fighter and an anti-ship fighter. The AI_designcreation and AI_construction files only have a single "fighter" as a design type. How do I get around this? I know you can sub in a less used type like 'boarding ship', but will this make the AI treat it as something different than a fighter? Am I missing something?
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December 13th, 2003, 06:31 PM
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Brigadier General
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Re: Fighters and designtype
You can assign different strategies to different designs.
Slick.
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Slick.
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December 13th, 2003, 06:43 PM
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Corporal
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Re: Fighters and designtype
Yeah, but I want more control over the design itself. In the mod, weapons can target ships or target fighters, but not both. I need to control it so the AI will build fighters with only anti-ship and then build them at a certain rate.
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December 13th, 2003, 07:27 PM
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Corporal
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Re: Fighters and designtype
The problem I'm seeing is this: The AI construction file calls for a fighter. In the design files you have two fighter designs, one for anti-fighter, one for anti-ship. I don't think having mixed fighters would be very efficient, especially in small sizes. Anyway, the fighter designs are seperated by weapons only, the sizes and tech levels are the same. How does the AI pick?
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December 14th, 2003, 05:56 AM
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Lieutenant General
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Re: Fighters and designtype
Quote:
Originally posted by KnidVermicious:
For the Planetary Assault mod it is necessary to create an anti-fighter fighter and an anti-ship fighter. The AI_designcreation and AI_construction files only have a single "fighter" as a design type. How do I get around this? I know you can sub in a less used type like 'boarding ship', but will this make the AI treat it as something different than a fighter? Am I missing something?
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Not true. You can use design names, not types in construction_vehichles file. Make separate designs for "bomber" and "fighter" and then use names. It does not work for construction_units file though Another thin point is the combained use of numbers for "must have" entry. That sometimes may be very tricky.
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December 14th, 2003, 08:07 PM
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Corporal
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Re: Fighters and designtype
Aha! It worked.
However, I did get a error from one of the new strategies I added. How do I correct this?
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December 14th, 2003, 08:57 PM
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Lieutenant General
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Re: Fighters and designtype
Quote:
Originally posted by KnidVermicious:
Aha! It worked.
However, I did get a error from one of the new strategies I added. How do I correct this?
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What kind of error ? Ithink i know what is the problem - it is a well known feature of storing strategies in the race_name.emp files If you add new strategy to AI_strategy and AI_design files, it does not affect pre-generated .emp files. You must make it from the scratch again !
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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December 14th, 2003, 09:44 PM
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Re: Fighters and designtype
How do I remake the empire file? Is there some kind of tutorial somewhere?
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December 15th, 2003, 05:52 AM
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Lieutenant General
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Re: Fighters and designtype
Quote:
Originally posted by KnidVermicious:
How do I remake the empire file? Is there some kind of tutorial somewhere?
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Let's assume you want to make the fresh empire file for a race A. Start a new game with high number of AI races and use race B for yourself. Once the game starts, check "players" - top left icon or F2 - go to "players", if you are lucky and race A is present, click on it, taking it onto your control. Press "end turn". Now you will proceed to empire A . Go again to F2, click on "save empire" and save it. Exit game. You will have a fresh emp file ! If you are unlucky and race A was not selected as a random AI player, repeat and rinse 
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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