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May 9th, 2004, 08:06 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Thanked 18 Times in 12 Posts
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[update] modding: new question about AI !!
Hi everyone,
in the modding manuel i read that weapons that have a 21's value for damage get strange effects, like endless fuel for seekers. I tried adding a "0" at the end (so 20 20 20 20 - 0 and so on until 21 numbers are there). I thought this seeker should fly until it hits something, but it still disapeared as soon as his range was exceeded (??)
What did i wrong, and do i have to do to get the desired effect.
In addition, was happens with direct fire, point defense and warheads if they get a 21's value ?
thanks !
[ May 10, 2004, 20:13: Message edited by: Ragnarok-X ]
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May 9th, 2004, 08:13 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: [update] modding: new question about AI !!
It has to be able to do some damage at that range. 0 means it can not go to that range.
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May 10th, 2004, 04:21 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: [update] modding: new question about AI !!
okay, so a "1" will do it. thanks.
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May 10th, 2004, 06:31 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: [update] modding: new question about AI !!
Only if you want the seeker to do 1 damage at range 21 to infinity.
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May 10th, 2004, 09:12 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: [update] modding: new question about AI !!
yep i noticed my mistake. I thought i could create a seeker with a range of x (whatever), so it could only be "launched" within its range, but it would still fly whereever the enemy goes and do the "full" damage (the damage which would be done at the range it was fired)
I know i was wrong
Anyway, another AI problem: The KI seems to dislike both mines and sats, i always notice huge amounts of both in the planetary storage, but the AI doesnt seem to launch them. Is there any way to tell the AI when to launch what, or how many kT of type X to launch into orbit ?
one more: is there any way i can tell the AI to build vehicle X and planet X, i.e. tell the AI to always have 2 defense bases in orbit of planet type "homeworld" or 1 space yard base in orbit around planet "military installation "?
ty !
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May 10th, 2004, 11:40 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Somewhere out there...
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Re: [update] modding: new question about AI !!
Quote:
Anyway, another AI problem: The KI seems to dislike both mines and sats, i always notice huge amounts of both in the planetary storage, but the AI doesnt seem to launch them. Is there any way to tell the AI when to launch what, or how many kT of type X to launch into orbit ?
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In either the settings.txt or the ai general or settings text file there is a line that determines how many sattelites, fighters, and drones are kept in planetary storage. I think the default settings are set to 40%.
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May 11th, 2004, 01:50 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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Re: [update] modding: new question about AI !!
Lower it to 10%
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