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November 16th, 2003, 06:12 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Updating the D-Mod (GoldD)
Thank Woundwort for the newest system graphics in FQM.  Hmm... I seem to have forgotten to mention him for the second batch. That will be fixed!
As for the AI problems... add several redundant tech reqs to the shield generators so that they AI will think they are more advanced than the crystalline life support. The AI will use the component that has the needed ability that has the most levels of tech requirements. So, if the cyrstalline life support requires 3 total tech levels (directly, not prereqs of those techs), then add enough redundant Shields tech reqs to each shield generator so that they all require at least 4 total tech levels. Of course, you then need to make sure that each level of shields is "more advanced" than the previous level.  And yes, having 4 tech reqs of level 1 in Shields is not a problem. The game treats it just like having only one of those tech reqs, but the AI sees it differently.
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November 16th, 2003, 06:34 PM
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Captain
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Join Date: Feb 2001
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Re: Updating the D-Mod (GoldD)
Thanks Fyron, but I found a way 'around' it (used AI only mounts for a few things, kept stuff on the living/crystalline bridge and made it one per vehicle etc.)
One suggestion for your FQM, ever thought of adding in a new asteroid pic and calling it 'Habital Asteroid' and using it in place of a few moons or something, that way we could sort of have colonizable asteroids....(even if it is just a picture).
[ November 16, 2003, 16:35: Message edited by: 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...
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November 16th, 2003, 06:44 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Updating the D-Mod (GoldD)
I added 3 tiny none moons to the asteroid field systems to simulate habitable asteroids.  Though, that is not a bad idea. Of course, then you would get asteroids orbiting planets, which would be kind of weird.
[ November 16, 2003, 16:45: Message edited by: Imperator Fyron ]
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November 16th, 2003, 08:11 PM
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Brigadier General
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Re: Updating the D-Mod (GoldD)
Quote:
Originally posted by Imperator Fyron:
...The AI will use the component that has the needed ability that has the most levels of tech requirements...
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Not true in this case. That only applies to abilities that have no relevant value (like Point-Defense, Armor, Master Computer, etc.).
With abilities that use a value (like in this case: shield generation and armor regeneration) the AI will use the component that has the highest ability value.
[ November 16, 2003, 18:13: Message edited by: Rollo ]
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November 17th, 2003, 02:17 AM
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First Lieutenant
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Re: Updating the D-Mod (GoldD)
I once toyed with idea of alternate image Habitable Asteroids but decided to scrap the idea, when I realized you would destroy asteroids to make asteroids, and create asteroids from asteroids at times. And things just got kinda crazy there. I think Fyrons idea is the best in this situation, small planetoids to represent large habitable asteroids.
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November 17th, 2003, 04:28 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Updating the D-Mod (GoldD)
Quote:
Originally posted by Rollo:
quote: Originally posted by Imperator Fyron:
...The AI will use the component that has the needed ability that has the most levels of tech requirements...
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Not true in this case. That only applies to abilities that have no relevant value (like Point-Defense, Armor, Master Computer, etc.).
With abilities that use a value (like in this case: shield generation and armor regeneration) the AI will use the component that has the highest ability value. Oh. Stupid AI. 
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