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January 16th, 2001, 09:14 PM
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Sergeant
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Join Date: Dec 2000
Location: Mesa, AZ
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Re: AI Modding Consortium - Please read
[K126]Mephisto:
Yes the supply works fine. I've tested it out with three games now and supply generation facilities are being built.
I am kind of confused on your topic about sorting out tech because the ai is not using it. The only reason I can think of the ai not using them would be because the repair is not being added to the ship designs (because a shipyard can repair and build). And for planet utilization, the ai does build those things on their planet because the ai leaves room for them to be built and also I declare them in the ai facility construction file. One thing that I have noticed is that planet utilization research isn't a high priority for the default ai.
Thanks for the feedback.
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January 16th, 2001, 11:29 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: AI Modding Consortium - Please read
In fact the AI is not using the following techs AFAIK in any ship:
Repair
Bio
Bio Weapons
Planetary Weapons
Null Space Weapons
Computer Combat
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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January 16th, 2001, 11:46 PM
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Sergeant
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Re: AI Modding Consortium - Please read
[K126]Mephisto:
But doesn't the ai just need an updated ai_design_creation file that would incorporate the components you just mentioned into a ship design. Whether or not the ai would actually use those things in combat\during gameplay I don't know, but the ai can't use them when they aren't included in any design. Thanks for the reply  .
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January 17th, 2001, 12:29 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: AI Modding Consortium - Please read
SunDevil-
Havn't had a chance to look at your files yet, probably not till tomorrow (I am still at work  and will be for quite some time).
I believe Mephisto meant these were not used in any of the design files.
What I meant below was that even if you include boarding ships, cloaking, ramming warheads, etc. the AI will not use them - try it in the simulator or at any point in a level 3 game, check out the AI fleets - none of them will be cloaked, not even recon sats. So yes, I pushed those techs to the very end of the research file where my "catch-all" clauses are located.
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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January 17th, 2001, 12:31 AM
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Sergeant
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Join Date: Dec 2000
Location: Fairfield, Iowa
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Re: AI Modding Consortium - Please read
quote: Btw, is Nyx responsible for making that Xenophobe speech file? I would like to give him a credit if he is.
Yup that's one of mine. If you use it just include the readme file that accompanies it as it technically is Twin Galaxies'.
If I weren't so dang busy I'd have two more for you.
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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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January 17th, 2001, 12:35 AM
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Sergeant
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Re: AI Modding Consortium - Please read
I have modded a Crew Quarters component with the ability to do 1 repair a turn.
Adding the qualities(abilities) you want to components you know the AI to be using may be one way around the issue.
Whether or not the AI will use those abilities even if it has them is another issue. I'm not even sure I'd know how to test that.
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January 17th, 2001, 12:36 AM
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Captain
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Join Date: May 2000
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Re: AI Modding Consortium - Please read
I have included one repair module on each CA and higher Defense Ship for the Darlok. It works automatically.
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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