.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old December 13th, 2003, 06:19 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default 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?
Reply With Quote
  #2  
Old December 13th, 2003, 06:31 PM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: Fighters and designtype

You can assign different strategies to different designs.

Slick.
__________________
Slick.
Reply With Quote
  #3  
Old December 13th, 2003, 06:43 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default 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.
Reply With Quote
  #4  
Old December 13th, 2003, 07:27 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default 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?
Reply With Quote
  #5  
Old December 14th, 2003, 05:56 AM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default 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?
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.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #6  
Old December 14th, 2003, 08:07 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default 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?
Reply With Quote
  #7  
Old December 14th, 2003, 08:57 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default 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?
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 !
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #8  
Old December 14th, 2003, 09:44 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Fighters and designtype

How do I remake the empire file? Is there some kind of tutorial somewhere?
Reply With Quote
  #9  
Old December 15th, 2003, 05:52 AM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Fighters and designtype

Quote:
Originally posted by KnidVermicious:
How do I remake the empire file? Is there some kind of tutorial somewhere?
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
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:23 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.