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May 8th, 2002, 11:50 PM
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Re: Comments (bugs) with _AI_Construction_Vehicles.txt
I am using this "Entry 1 Name := Assault" for the first line in the construction file. Is this what's wrong? The AI is building "Attack" not "Assault" and when I manually put "Assault" (complete) to the top of the list in design, it ia the one that gets built. The patch history file only stated that you could add the name designation not in what format, so I assumed. (I know, I know)
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May 8th, 2002, 11:55 PM
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Re: Comments (bugs) with _AI_Construction_Vehicles.txt
quote: Originally posted by Val:
<snip>I can post the file if you like.
Please do as I have Bab5v3 and don't see different names.
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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May 10th, 2002, 01:57 AM
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Re: Comments (bugs) with _AI_Construction_Vehicles.txt
Val, How 'bout that file. I still can't get this to work right.
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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May 10th, 2002, 02:12 AM
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National Security Advisor
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Re: Comments (bugs) with _AI_Construction_Vehicles.txt
Quote:
Originally posted by Gandalph:
I am using this "Entry 1 Name := Assault" for the first line in the construction file. Is this what's wrong? The AI is building "Attack" not "Assault" and when I manually put "Assault" (complete) to the top of the list in design, it ia the one that gets built. The patch history file only stated that you could add the name designation not in what format, so I assumed. (I know, I know)
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Hmm that sounds correct to me, but it would depend on what your design name definition looks like, and also on the AI's current mode, and if you modified all of the modes' construction lists, or just one.
The design should look like:
Name := Assault
Design Type := Attack Ship
...
Then in your construction file, you need to make sure you either mod all of the AI State lists, or that you are sure what state your AI is in. It might just be in a different mode from the one you modded, unless you modded them all.
PvK
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May 10th, 2002, 03:35 AM
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Re: Comments (bugs) with _AI_Construction_Vehicles.txt
Quote:
Originally posted by PvK:
[QBIt might just be in a different mode from the one you modded, unless you modded them all.
PvK[/QB]
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Actually, for testing purposes, I changed the first one, then copy/pasted all others except not connected. I am now at turn #147 and the first supply ship has been built (I already have the quantum reactor). Perhaps a better explanation of AI state would help so I could mod accordingly.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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May 14th, 2002, 03:47 AM
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Private
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Re: Comments (bugs) with _AI_Construction_Vehicles.txt
1-I'm lost too in this file, especially the explanations for the 'must have at least' and 'X planet per item' are explained (for me) in a confusing way. Can someone explain it better? Which parameter supercede the other also?
2-I have found that the main problem of a boosted AI is that it sit on a pile of minerals and dont build many thing, so if I want to increase the overall number of attack ships possessed by an empire, what to do ?
Thanks you in advances, this file get me confused...
Athena.
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May 14th, 2002, 10:11 AM
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Lieutenant General
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Re: Comments (bugs) with _AI_Construction_Vehicles.txt
Quote:
Originally posted by Athena:
1-I'm lost too in this file, especially the explanations for the 'must have at least' and 'X planet per item' are explained (for me) in a confusing way. Can someone explain it better? Which parameter supercede the other also?
2-I have found that the main problem of a boosted AI is that it sit on a pile of minerals and dont build many thing, so if I want to increase the overall number of attack ships possessed by an empire, what to do ?
Thanks you in advances, this file get me confused...
Athena.
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"Must have" has a priority. "X planet per item" will kick in only after "must have" is satisfied.
Example:
name = atack ship
must have = 2
planet per item = 20
even when you have just your homeworld (1 planet),
AI will build 2 ships. Then it will wait untill you colonize two more planetes. Once it hapen,
"number" of planet will become 3x10 > 20 and AI will build one more ship. Two more planets will force another ship to be build and so on.
I might be wrong but this is what I think.
To have more ships, either low "planet per item" or increase "must have". It is also possible that your AU does not have enough space yards. Make it to build more construction stations. Even better yet, take a look on TDM' Earth Alliance or Rage AI_facility_construction. They build planetary space yards on new colonies ASAP.
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