|
|
|
 |

April 15th, 2004, 01:29 AM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI Gurus: Facility Construction
*delurks
AFAIK, Proportions AI uses bogus abilities. A quick look at the facility contruction files should clear things up.
*engages Lurking Device
|

April 15th, 2004, 04:57 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: AI Gurus: Facility Construction
Oh... thanks for clearing that up Rollo. 
|

April 19th, 2004, 02:14 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
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.
PvK
|

April 21st, 2004, 02:27 PM
|
Corporal
|
|
Join Date: Mar 2004
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
__________________
-----------------------------
-----------------------------
|

April 21st, 2004, 09:53 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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.
|

June 11th, 2004, 11:49 AM
|
 |
Corporal
|
|
Join Date: Jun 2004
Location: texas
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
__________________
Laaanndd!!!! ---lex luthor
se4 code
L+++ GDY $!+ Fr! C+++ SDS T+hot SF* TCP A&++ M++lrn Mp* RO!V Pw++ Fq Nd** RP+ G++ Au Mm+
|

June 12th, 2004, 01:12 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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 ]
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|