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May 19th, 2004, 06:14 PM
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Shrapnel Fanatic
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Re: Modding: How to tell the AI to handle QNP-System
Quote:
Originally posted by Baron Munchausen:
As SE 4 works now (and forever more, apparently) you must make a specific design for each hull size with an 'engines required' setting high enough to give adequate speed. This results in hugely bloated ai_designcreation files, but there is just no other way to do it.
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Negatory.
Check out P&N, or use the AIpatcher available from the same page.
http://imagemodserver.mine.nu/other/...irates&nomads/
All you need to do is add standard movement into the desired abilities list near the bottom of the design, and set it to however many per KT of ship you like.
Works great for all the small ships (ES-BB or so) for the biggest ships, you probably want less engines and more guns/shields to go planet stomping with.
[ May 19, 2004, 17:15: Message edited by: Suicide Junkie ]
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May 19th, 2004, 06:49 PM
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Re: Modding: How to tell the AI to handle QNP-System
I guess that initial question was different - how to make AI to design Frigates (for example) with same or slightly better amount of movement in early, mid and late game stages.
I think the only solution will be to use Misc Ability SPO instead of Minimum/Desired Speed (as SJ said), coupled with engine mounts.
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May 19th, 2004, 06:49 PM
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Major General
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Re: Modding: How to tell the AI to handle QNP-System
Quote:
Originally posted by aiken:
So you want AI to reduce amount of engines placed on the ship with propulsion tech advancement? Or what?
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Yep, that would be a way to fix my problem (low tech ships slightly to slow while mid and endgame tech ships are way to fast)
Quote:
Originally posted by aiken:
To compensate the supply overburn make alot of levels of supply storages (see Adamant's reactors for example).
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there are different ways on how to handle it. The main problem is the number of engines. Early on its okay to place 6 or 8 engines with require a supply amount of 10 each. Later on the AI will place 8 engines which require 35 supply per turn, + a hyperdrive generator which takes another 35. see the problem ? I dont want ships to have like a zillion supply storage 
[ May 19, 2004, 17:51: Message edited by: Ragnarok-X ]
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May 19th, 2004, 06:51 PM
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Re: Modding: How to tell the AI to handle QNP-System
Quote:
Originally posted by Ragnarok-X:
quote: Originally posted by aiken:
So you want AI to reduce amount of engines placed on the ship with propulsion tech advancement? Or what?
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Yeah, that would at least be a solution. See my previous post.
[ May 19, 2004, 17:56: Message edited by: aiken ]
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May 19th, 2004, 07:16 PM
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Shrapnel Fanatic
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Re: Modding: How to tell the AI to handle QNP-System
Quote:
Originally posted by aiken:
I guess that initial question was different - how to make AI to design Frigates (for example) with same or slightly better amount of movement in early, mid and late game stages.
I think the only solution will be to use Misc Ability SPO instead of Minimum/Desired Speed (as SJ said), coupled with engine mounts.
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Er, min/desired speed should be used with mQNP, and Misc abilities should be used with regular QNP.
You can mix them a bit to change the design's speed for different hull sizes, though.
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