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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old May 27th, 2001, 08:36 AM
Deathstalker's Avatar

Deathstalker Deathstalker is offline
Captain
 
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
Deathstalker is on a distinguished road
Default AI Findings.....

This may or may not be common knowledge but there are a few things I have learned about ship designs the past 2 weeks in modding another shipset AI from scratch.

First: Fighter bays work only on Carriers, and only in the Carrier section. The AI will just not load ships that are not true carriers. I even had a Heavy Assault attack ship with a carrier hull (listed in the sizes as light carrier, but under attack ship for 'role definition'.) but it would NOT load fighters, even though other carriers in the fleet had fighters.
Now when I modded the Carrier class to carry more weapons it worked fine, although the weapons seemed to disappear on later models, no matter what I set the 'number per tonnage' to.

Second: Emergency Resupply does NOT work for AI. I have witnessed three seperate fleets run out of fuel and 'limp back' to the nearest resupply depot. Even though they ALL had emerg resupply pods. The AI would not use them. Would also not use the xtra movement pods that are destroyed after use as well. Does this mean that 'one shot components' are out of the AI's 'reach'??

Ah well, most probally know this stuff and more but thought I should post for anyone running into these problems who are new to AI making.

------------------
"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.

Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..

Long Live the Legion!!-Comic book fandom...
Reply With Quote
  #2  
Old May 27th, 2001, 02:13 PM

jc173 jc173 is offline
Sergeant
 
Join Date: Mar 2001
Posts: 249
Thanks: 0
Thanked 0 Times in 0 Posts
jc173 is on a distinguished road
Default Re: AI Findings.....

I noticed that also. I tried giving the AI cruiser sized carriers to help stiffen up their fleets, but they never loaded anything onboard either. I think it has something to do with the ship needing to be defined as a carrier in the design file so that the proper invidual minister will take control of it. I hadn't tried modding a carrier to carry weapons, but I may. What about making hybrid hulls that have a lower required percentage of launch bays, do you think that would help?
Reply With Quote
  #3  
Old May 28th, 2001, 02:06 AM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default Re: AI Findings.....

Deathstalker,
Thanks for those observations. Thought I had noticed the Emergency Supply problem before myself but wasnt sure - deleted the pods from my races anyway though and just stuck with Solar Collectors which they are happy to use...
Reply With Quote
  #4  
Old May 28th, 2001, 02:51 AM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default Re: AI Findings.....

Also,
I noticed at low bonus that most mod pack races (and mine) are generally having resources going to waste (although their maintenance does occaisionally exceed production thereby auto triggering mining, organics, and refining colonies).
The corrollary to this is that the AI races will not receive a lot of additional assistance from having medium or high bonus in terms of resources (in terms of the additional research points of course they will though).
Therefore, if players want to play at medium or high bonus, they should adjust the Planet per One Item number for the Last Attack Ship entry for each of the AI_States in the Construction_Vehicles files.
Reply With Quote
  #5  
Old May 28th, 2001, 05:13 AM

jc173 jc173 is offline
Sergeant
 
Join Date: Mar 2001
Posts: 249
Thanks: 0
Thanked 0 Times in 0 Posts
jc173 is on a distinguished road
Default Re: AI Findings.....

Ah adjust the value up or down?
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 04:34 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.