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February 5th, 2005, 06:41 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: Forcing the AI to do ships with 3 weapon famil
I pretty sure it was Timstone who found a connection between the number of tech levels/reqs and AI decisions. Bab5 tread is too long to search, so I hope my memory serves me well.
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February 5th, 2005, 09:18 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Forcing the AI to do ships with 3 weapon famil
The problem with adding in AI tags to make the AI add a third weapon is that the AI will add that third weapon at the expense of all other weapons. Or so it has been with the test I ran. 
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 6th, 2005, 12:53 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Forcing the AI to do ships with 3 weapon famil
Quote:
fyron: Erm... sorry. Would you like credit? I wasn't trying to steal your limelight, just adding information in one centralized location. I have no idea who posted what, so it is hard to just pull names out of a hat...
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no, i was just pulling your leg
Quote:
Artocities:The problem with adding in AI tags to make the AI add a third weapon is that the AI will add that third weapon at the expense of all other weapons. Or so it has been with the test I ran.
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That must have some other cause. It definately works, it has been used for the space monsters since before SE4 Gold came out.
Perhaps there is not enough room in the design left to add weapons. I would need to see the design file and component list to make an educated guess.
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February 6th, 2005, 01:48 AM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
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Re: Forcing the AI to do ships with 3 weapon famil
Wouldn't making the AI Tag a must have ability and then defining how many under misc abilities work without shorting the primary or secondary weapon?
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This is the 21st century, right? Then where the hell is my flying car?
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February 6th, 2005, 08:04 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: Forcing the AI to do ships with 3 weapon famil
Indead. You can always get two different weapons by using the majoraty and secondary component things. Getting a third weapon could work if calling for any type of ability through the must have. I knew that, but as mentioned in my first post, i dont have enough dummy tags or ai tags to assign a new one to each point-defense weapon.
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February 6th, 2005, 08:24 AM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
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Re: Forcing the AI to do ships with 3 weapon famil
Ragnarok-X posted:
Quote:
i dont have enough dummy tags or ai tags to assign a new one to each point-defense weapon.
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Wow! That means you've used a ton of them. Are you sure you've used them all? How about Open Warp Point with a zero value? Spaceport? Warp Point - Turbulence with a zero value? Star - Unstable? Sector - Sight Obscuration? There's a lot of them that can be used with zero values and because you use a zero value if you have a design that calls for component that really does use one of those abilities the AI will pick the correct one because it should have a value greater than zero.
Someone correct me if I'm wrong! 
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This is the 21st century, right? Then where the hell is my flying car?
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February 6th, 2005, 09:22 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: Forcing the AI to do ships with 3 weapon famil
You are indeed right, but the problem is editing all weapons to include the dummy abilites you mentioned is already a majorpain in the arse, imagine ~20+ different point-defense weapons, all which have 10 components/levels. In addition it becomes very hard to design a douzen AI designcreation.txts with all those weird abilites name which you wont remember. If we could just create new tags/abilitres, such like "Brakiri PD- Tag".
It would make work so friggin much easier..
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