.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old February 15th, 2004, 08:21 AM

TNZ TNZ is offline
Sergeant
 
Join Date: Jul 2003
Location: New Zealand
Posts: 252
Thanks: 0
Thanked 0 Times in 0 Posts
TNZ is on a distinguished road
Default Re: AI Design

In my experience the AI construction vehicles file only use the default design type.

Default AI Design Type -
Attack Ship, Defense Ship, Attack Base, Defense Base, Base Space Yard,
Cargo Transport, Troop Transport, Carrier, Colony (Rock), Colony (Ice),
Colony (Gas), Mine Layer, Mine Sweeper, Boarding Ship, Open Warp Point,
Close Warp Point, Create Planet, Destroy Planet, Create Star, Destroy Star,
Create Storm, Destroy Storm, Space Yard Ship, Mine, Satellite, Weapon Platform,
Troop, Fighter, Create Black Hole, Destroy Black Hole, Create Nebulae,
Destroy Nebulae, Satellite Layer, Kamikaze Attack Ship, Recon Satellite,
Anti-Ship Drone, Anti-Planet Drone, Drone Carrier.

But if you want a long range attack ship and a missile attack ship in the AI design creation file, try this.

Colonial AI Design Creation File- Colonial Republic by TNZ

Name := Gunstar
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 2000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 4
Desired Speed := 4

Name := Strikestar
Design Type := Defense Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 1400
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 4
Desired Speed := 4
Reply With Quote
  #2  
Old February 15th, 2004, 01:49 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: AI Design

Quote:
Originally posted by Litcube:
Yeah, I thought of doing that as well. I might try it.

Right now, I'm fiddling with creating new ship "types" in the Construction Queue AI file, such as "Attack Ship - Long Range", "Attack Ship - Missile." So far I'm having no luck.
Thought of doing what as well? Not sure what you are referring to.

You cannot create new design types, but what you can do is using the design names in the queue. It is not working as well as using differrnt types (as described in my earlier post), though.
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #3  
Old February 15th, 2004, 01:53 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: AI Design

Quote:
Originally posted by TNZ:
I was trying to get the AI to use more than two weapons types in the AI design creation file. My idea was to add an ability to the weapon components, so I could get the AI to add more than two weapon’s types to its design creation. e.g leaking armor. Using this idea, I was able to get the AI to make a carrier with three different weapon types excluding the point-defense weapon. I don’t know if this is a new idea or not.
nope, not a new idea. But still a good way to do it .

I am curious about you other suggestion of using defense ship design type as the alternate design. In my expirience defense ships tend to make their own fleets and not mix with other ships like attack, boarding, carrier, etc. What are your observations how the AI fleets are handled?
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #4  
Old February 15th, 2004, 04:56 PM
Litcube's Avatar

Litcube Litcube is offline
Corporal
 
Join Date: Mar 2003
Location: New Westminster, Canada
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
Litcube is on a distinguished road
Default Re: AI Design

Quote:
Originally posted by Rollo:
Thought of doing what as well? Not sure what you are referring to.

You cannot create new design types, but what you can do is using the design names in the queue. It is not working as well as using differrnt types (as described in my earlier post), though.
What I meant was using abilitiy types to force weapons upon the vehicle.

I tried the design names, and it sure doesn't work very well. I only saw a few ships of a certain type. How bizzare..

I must say, after working for two solid weeks on my Mod, and running into this road block, I'm pretty dissapointed now that I see that the AI is severely limited in it's implementation. Sure, I've spent hours painstakingly laying out a great weapon system. But what's the point if the AI is only going to throw only one family of "weapon X" into their ship designs!?

The work around is using boarding party ships and Kamakaze ships... Does this mean that they'll never build normal boarding ships or kamakaze ships? I have a hunch that they were never effectively utilized by the AI in the first place, thus providing a viable option to get two more attack types out of it.
Reply With Quote
  #5  
Old February 16th, 2004, 01:22 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: AI Design

Design names do work, or they did, the Last time I was modding AI's. You might not be understanding how the construction file works, though. If you have, for example, lines to build:

Attack Ship x 10
Named Attack Ship A x 13
Named Attack Ship B x 15

where "Named Attack Ship A" and "Named Attack Ship B" have type = Attack Ship, the AI will build 10 attack ships of the "best" type in its opinion, and then 3 Named Attack Ship A's, and then 2 Named Attack Ship B's. That is, assuming no losses, the numbers subtract the number of ships of the same type (not name) that have already been built. So if you want 10 generic attack ships, 13 A's, and 15 B's, then you need to ask for:

Attack Ship x 10
Named Attack Ship A x 23
Named Attack Ship B x 38

(That is, unless I'm remembering incorrectly, but I don't think I am.)

PvK

[ February 15, 2004, 23:23: Message edited by: PvK ]
Reply With Quote
  #6  
Old February 16th, 2004, 01:35 AM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: AI Design

Quote:
Originally posted by PvK:
Design names do work, or they did, the Last time I was modding AI's. You might not be understanding how the construction file works, though. If you have, for example, lines to build:

Attack Ship x 10
Named Attack Ship A x 13
Named Attack Ship B x 15

where "Named Attack Ship A" and "Named Attack Ship B" have type = Attack Ship, the AI will build 10 attack ships of the "best" type in its opinion, and then 3 Named Attack Ship A's, and then 2 Named Attack Ship B's. That is, assuming no losses, the numbers subtract the number of ships of the same type (not name) that have already been built. So if you want 10 generic attack ships, 13 A's, and 15 B's, then you need to ask for:

Attack Ship x 10
Named Attack Ship A x 23
Named Attack Ship B x 38

(That is, unless I'm remembering incorrectly, but I don't think I am.)

PvK
You're 100% right.-
Reply With Quote
  #7  
Old February 16th, 2004, 01:41 AM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: AI Design

Quote:
Originally posted by Litcube:
I tried the design names, and it sure doesn't work very well. I only saw a few ships of a certain type. How bizzare..
Check the PVK post...

Quote:
Originally posted by Litcube:

I must say, after working for two solid weeks on my Mod, and running into this road block, I'm pretty dissapointed now that I see that the AI is severely limited in it's implementation. Sure, I've spent hours painstakingly laying out a great weapon system. But what's the point if the AI is only going to throw only one family of "weapon X" into their ship designs!?

The work around is using boarding party ships and Kamakaze ships... Does this mean that they'll never build normal boarding ships or kamakaze ships? I have a hunch that they were never effectively utilized by the AI in the first place, thus providing a viable option to get two more attack types out of it.
Was you looking some modded AIs to see how they work? Think this is the best way to learn.
Think you should check some TDM's AIs and see many things. The Orks and United Flora are great races to learn about different ship designes.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:24 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.