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May 21st, 2001, 06:56 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: AI advice needed.
quote: Originally posted by Deathstalker:
Q. Just trying to make a race similar to the old 'Moo2' ones that pack interceptors on every ship. Just trying something different. And if it works and we can have different cargo on different ships then we could finally have 'troopships' work. Like the example Atraikius played out. But if only the 'cargoships' and the 'Carrier' loads cargo then my designs won't work.
But, if the Carrier in Atraikius's example DOES capture the planet, then we can mod a Version of the Carrier for carrying tonnes of troops, and AI's will land troops!....Finally.
Heres hoping. 
Maybe designate a carrier hull in the troopship design entry?
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...can you and your associates arrange that for me, Mr. Morden?
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June 1st, 2001, 12:45 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
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Re: AI advice needed.
Just as an update to the troops loaded on a carrier -
I was able to get the AI do repeat it, but it was real messy. In the process I was able to get the AI to actually use hangers when they are on destroyers, cruisers, etc..., although I'm having a hard time getting the AI to build them because of how it selects which type of ship to build, and been able to get the AI (Orks twice, Zorians once) to start including loaded troopships in its fleets.
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June 2nd, 2001, 12:17 AM
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Shrapnel Fanatic
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Re: AI advice needed.
Or edit a new ship into the carrier class that has a lower requirement for fighter bays and a higher kt ability. Thats what I would do.
Then simply paste and copy another ship BMP to fit it, and do the same for the Generic ship files so that all races will have the ship if they choose to build one.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 2nd, 2001, 09:33 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: AI advice needed.
Atraikius, HOW did you get the non-carrier ships to load fighers?? I had tonnes of ship classes with bays (all classes had them) but none loaded them.
If you can get this and the troopships working 'correctly' I will kiss your virtual feet
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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.
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June 2nd, 2001, 02:14 PM
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Second Lieutenant
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Join Date: Mar 2001
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Re: AI advice needed.
Deathstalker -
For the carriers, I found that ships were only loaded with fighters if they are classified as a carrier as you found. But, the design type in the Vehicle Design file is not what determines which type of hull to use, its the Majority Weapon. If the Majority Weapon is Cargo - you get a transport hull, if it is launch/recover fighters - you get a carrier. Useing this theory, I temporarily removed the carrier entry from the design file, and made a new carrier that used weapons for the majority and secondary abilities, with launch/recover fighters as the first add. ability, and cargo as the second - the race started building frigate sized carriers and loading them with about 15 light fighters. They could only launch one fighter at a time, but 5 of them in a fleet early in the game was tearing the AI they were at war with to pieces. The problem is that with both a normal carrier style and a warship style in the Design file, when the AI decides to build a carrier, it tends to always pick the true carrier over the warship style. I haven't been too worried about this as when I was originally making the zorians I wanted them to use almost exclusively the warship style of carrier but couldn't make it work - now I have them building almost exclusivly cariers from the beginning of the game - can't wait to see what happens when every ship in thier fleet starts launching fighters - should have a new fVersion of them on monday.
The troopships I believe was a similar issue to the carrier bays, the AI would build troopships using the transposrt hulls, but would include transports in its fleets. As the number of troops that can be fit in even a small transport is excessive unless your trying to take a planet with a very large pop. or a lot of troops, I had the AI design the Troop transport with three cargo must have abilities, and then weapons for its majority and secondary abilities, with cargo as its first add. ability. After a few turns, my Ork AI had two fleets with loaded troopships (one was even the flagship), and the Zorians had one. All three fleets broke up shortly after that, and I restarted a game then because I had made a bunch of tweeks that would be more apparent at the beginning of the game so I havn't seen it happen again yet, but the Orks are currently researching troops in my game now. I believe that the fleet break-up were because all three of the troopships still had some cargo space left, and both the Orks and Zorians had begun building troops again resulting in the troopships breaking off to finish loading.
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June 5th, 2001, 04:06 PM
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Major
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Re: AI advice needed.
Atraikius - as they say on TV, "you da man"! Good research work... any update on whether the AI actually tries (successfully or not) to invade planets with troops?
I'll have to look into the "warship as carrier" stuff too. That was one of my favorite tactics back in SE2 and SE3; I picked up the idea from the Hydrans in Star Fleet Battles.
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June 5th, 2001, 04:27 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: AI advice needed.
Very impressive, this ought to give the AI (yet) another boost in dangerousnessness. I can't wait to meet these new races.
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"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "
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