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  #1  
Old April 15th, 2004, 01:58 AM
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Default Re: AI Gurus: Facility Construction

How does the Proportions mod do it? It doesn't use AI tags.
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Old April 14th, 2004, 07:19 PM
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Default Re: AI Gurus: Facility Construction

That is part of the question Urendi.
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Old April 14th, 2004, 07:27 PM
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Default Re: AI Gurus: Facility Construction

Hey Imperator, could you please check your mailbox ? I sended you a very important message about SE4 modding through the Boards yesterday.
thanks.
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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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