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  #1  
Old October 13th, 2001, 04:49 PM

CaptSpoogy CaptSpoogy is offline
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Default Re: AI modders: Construction_Facilities.txt

Thanks for the tip. I think a couple of my AI files have entries like that...

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Old October 13th, 2001, 08:55 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: AI modders: Construction_Facilities.txt

Yes, both Construction_Vehicles and Construction_Facilities work the same way. Now if it would just obey the Homeworld setting when creating your homeworlds at game start!
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Old October 14th, 2001, 12:29 PM
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Mephisto Mephisto is offline
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Default Re: AI modders: Construction_Facilities.txt

Here are some more hints and tips I found during my AI modding.

1.) If you want to use a specific type of armor, don’t call it by using “Armor Spaces Per One”. The AI will use the highest level armor, not the best. That is very bad if you are using a organic race as it will use stealth armor level I if available above organic armor level 3. As a player, you can cheat the Ai by “gifting” them armor level 4. Instead, use this as your first line:
Num Misc Abilities:= 1
Misc Ability 1 Name:= Armor Regeneration
Misc Ability 1 Spaces Per One:= 250

2.) Include Space Yard Ships in your races. The AI will use them to repair damaged ships. Very essential if the AI is fighting against a engine damaging race. Make sure to have at least 1 space yard in the design. Only with the space yard does the AI recognize the ship as a SYS.

3.) Use the “AI should not move ships through a minefield” line. In the latest patch, minesweepers will sweep minefield regardless of this line, but it will prevent your colonizers and warships to “storm” the minefield”.

4.) Make your AI use many space yards. That’s the only way for them to survive any multiplayer game for some time.
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