Re: Pointer Mod
I'm working on the AI again. The most troublesome has to be the DesignCreation.txt.
1. The Required Ability seems to work for some ship types and not for others. I have two required abilities. The second one is Supply Storage. It works on attack ships. Designs add engines, then one weapon (req 1), then the supply storage (req 2)component, then the rest of the components as normal. But the transports seem to add the engines, then five Cargo Bays (req 1) before adding the supply component. This leaves smaller ships without a supply storage component. How does this field actually work?
2. Prefabricated Fortifications (PF), a troop-only component is showing up on Ship and Base designs. It has a unique family number and so it shouldn't be an accidental upgrade. For some reason the AI designs a ship without the PFs and in later turns it will design an identical ship with a whole bunch of PFs tacked onto the end (they're small components). Is there something I can do to prevent the AI from doing this?
3. The AI will have perfectly useable ships and plenty of unexplored warp points, but all the non-colony ships will just sit there. I ran a test game and the AI didn't seem interested in the other warp points until about turn 42. What could keep the AI from exploring?
|