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Old April 25th, 2001, 08:30 PM

Devnullicus Devnullicus is offline
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Default AI Research Queues

OK, I'm working on modifying the UkraTal as a test case for using a new technology tree (see the "devnullmod" thread for more details) and I'm having some serious confusion issues with the way the AI does it's research queue.

Here's what's happening: I have the AI_Research file set up below. With that, I start a game with low tech costs and high starting values. But the AI seems to ignore many sections of the AI_Research file and skip ahead to future research for no apparent reason. So, the first turn, the UkraTal research
-Ship Construction 2
-Organic Engineering
(so far, so good)
-External Mount Missile Weapons 1
(HUH??? What happened to Organic Weapons 1??)

In the queue at the beginning of the next turn is Military Science 1 (thus skipping Organic Weapons 1, Ship Construction 3, and Missile Weapons 1)

I'm VERY confused as to why the AI seems to skip researching some technology. Does anyone know what's wrong? Am I doing something wrong?

Here's the relevant bit of UkraTal_AI_Research.txt
============================================
AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Ship Construction
Tech Area Level := 2
Tech Area Min Percent := 25

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Space Yards
Tech Area Level := 1
Tech Area Min Percent := 25

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Organic Engineering
Tech Area Level := 1
Tech Area Min Percent := 100

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Organic Weapons
Tech Area Level := 1
Tech Area Min Percent := 100

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Ship Construction
Tech Area Level := 3
Tech Area Min Percent := 25

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Missile Weapons
Tech Area Level := 1
Tech Area Min Percent := 50

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Organic Weapons
Tech Area Level := 5
Tech Area Min Percent := 100

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := External Mount Missile Weapons
Tech Area Level := 1
Tech Area Min Percent := 50

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Military Science
Tech Area Level := 1
Tech Area Min Percent := 25

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Point-Defense Weapons
Tech Area Level := 4
Tech Area Min Percent := 25
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Get the Space Empires V Editor and DevnullMod at http://www.devnullsoftware.com/se5
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