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  #1  
Old April 15th, 2004, 01:29 AM
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Default Re: AI Gurus: Facility Construction

*delurks

AFAIK, Proportions AI uses bogus abilities. A quick look at the facility contruction files should clear things up.

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Old April 15th, 2004, 04:57 AM
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Default Re: AI Gurus: Facility Construction

Oh... thanks for clearing that up Rollo.
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Old April 19th, 2004, 02:14 AM
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Default Re: AI Gurus: Facility Construction

Proportions mod uses bogus ability tags to get the AI to not build cultural centers on colonies. During setup, the AI uses unmoddable rules which look for the best mineral generation, etc. During play (after setup), the AI builds according to the Default_AI_Construction_Facilities.txt files. In Proportions, these ask for abilities which do nothing on facilities, but which have been added to facilities to allow them to serve as codes for different types of facilities, which is explained in the Default_AI_Construction_Facilities.txt files that come with Proportions mod.

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Old April 21st, 2004, 02:27 PM

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Default Re: AI Gurus: Facility Construction

Well, I've been playing Proportions and the AI is building Cultural centers in new colonies.
It appears to happen only with 2 AIs, the Dopplengangers and the Kaelons. My guess is that these 2 are not optimized for Proportions.

Any idea how can this be fixed?

And how can I make the AI colonize at a higher rate?
Some AIs, like the Drucks and the religious race (what's their name), never expand beyong their homeworld, that despite having a couple colony ships orbiting their Homeworlds doing nothing.
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Old April 21st, 2004, 09:53 PM
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Default Re: AI Gurus: Facility Construction

You need to go into their Facility Construction files and changed the normal resource facility ability calls to whichever dummy abilities are given to the relevant resource facilities.
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Old June 11th, 2004, 11:49 AM
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Default Re: AI Gurus: Facility Construction

ya'll seem knowledgable here's a 2 question bit of fun

1. 15 searches and no specifics on modding the ai facilities file specifically ehat the heck are these states and how are they determined

2 what is the facilities line needed to get a ai to make monolith facilities a standard facilitie in se4 gold 190 (my first burning questionhehe)

why well i intend to define a race to play as closely to my style as possible in automatic thus allowing me to use ministers who have been effectivly "trained" to do what i want them to

eventually i'l need to figure out how to efffect the darn pop minister too
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Old June 12th, 2004, 01:12 AM

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Default Re: AI Gurus: Facility Construction

Quote:
Originally posted by Imperator Fyron:
In Adamant Mod, I have HW facilities that produce all resources and are not supposed to be built anywhere. But, the AI builds them everywhere.
With v1.91 - I am not sure how well the AI will respect the Tags or the ("bogus abilities") when the worlds and facilities are placed. If tags are boss - then I would expect little change in the all tech game starts; as you can see, there can be much HW change with that start option

The AI will decide for itself what facility starts, depending on: In-hand Starting techs, total facility Resource Generation, Research facility Generation, then Intel, etc.
Then you must organize your Facilities within the file, to get the desired outcome.

= = = =

For AI Construction after its game has started

The key is: not to ask the AI to construct by an ability from within the AI Construction file - that has the ability on any other Facility that would have a greater yeild, then the Facility you want built. Otherwise, you must use the Tags and with tags, the position within the file still may be of issue.

If abilities are equal, for example: (stop close warp) and if so, then position within the file - is everything.

This will take much time and patience

JLS

[ June 11, 2004, 16:27: Message edited by: JLS ]
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