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  #11  
Old May 14th, 2002, 10:11 AM
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Default 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.
"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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  #12  
Old May 14th, 2002, 02:11 PM
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Default Re: Comments (bugs) with _AI_Construction_Vehicles.txt

your colonies.

The problem might be in design_creation file. Are you sure there are no double empty lines between designs ? What mod (if any) are use using ?
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  #13  
Old May 14th, 2002, 02:49 PM
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Default Re: Comments (bugs) with _AI_Construction_Vehicles.txt

I am not using a mod, no double lines in design, all ships being designed but not built as set up in construction file. Again, the AI is building an attack ship when one is called, just not by name. It builds whatever attack ship I have listed first in the design file. I tested this by moving a different design to the top of the list and, sure enough, that is the design that got built the next time a call was made for an attack ship. Same experience with WP's (first listed in design file).

[ May 14, 2002, 01:50 PM: Message edited by: Gandalph ]
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  #14  
Old May 14th, 2002, 05:41 PM
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Default Re: Comments (bugs) with _AI_Construction_Vehicles.txt

I might have an answer to part of the confusion. From my testing, it appears that if you specifically call for several design names in the construction file that are all (for example) attack ships, the number of ships built is calculated for the attack ship type, not for the individual design name. For instance, if I create designs "Attack 1" and "Attack 2", then call for a build of 3 "Attack 1" followed by 3 "Attack 2", it will only build the 3 "Attack 1" ships because it thinks that at that point the requirements for "attack ship" are satisfied. In order to get both types to build, you need to specify building more of the second type than the first. Then, after the first type is built to the required amount, the second type will be built out to the difference between the number built of the first type and the number to be built of the second type.

I don't know if that was completely clear , and it doesn't seem to me to be the correct behaviour, but it does seem to be what is happening.
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  #15  
Old May 14th, 2002, 06:09 PM
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Default Re: Comments (bugs) with _AI_Construction_Vehicles.txt

Ah, I was wondering if something like that was going on - thanks AK! I agree that ideally it shouldn't be that way, though.

Another thing that might explain Gandalf's problem is if the design file has some other problem with the design. If the design isn't even appearing in the empire's design list, then the problem is probably with the AI trying to make a design that follows the description, and not with the construction file.

PvK
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  #16  
Old May 14th, 2002, 06:15 PM
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Default Re: Comments (bugs) with _AI_Construction_Vehicles.txt

PvK, all designs show in the design window.

AK, thanks, I will test this straightaway.
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  #17  
Old May 15th, 2002, 01:54 AM
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Default Re: Comments (bugs) with _AI_Construction_Vehicles.txt

Planet per item is your planets, or all planets known to you?

I still cannot get this name thing to work properly and don't understand why. At turn 245, my AI still had not built a repair ship and was only building one type of attack ship.

HELP!, please.
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  #18  
Old May 15th, 2002, 07:25 AM

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Default Re: Comments (bugs) with _AI_Construction_Vehicles.txt

sorry, hit twice the button

[ May 15, 2002, 06:31 AM: Message edited by: Athena ]
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  #19  
Old May 15th, 2002, 07:29 AM

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Default Re: Comments (bugs) with _AI_Construction_Vehicles.txt

thank you a lot Oleg, it made things clearer for me.

How the AI calculate in which AI state it is? Is it something totally hardcoded or can it be altered?

Something else, in different files : In proportion mod there is planetary facilities with the name of ship components. I suppose this is used as placeholder name, but how it works for the AI ? They ignore it totally?
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  #20  
Old May 15th, 2002, 08:20 AM
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Default Re: Comments (bugs) with _AI_Construction_Vehicles.txt

Quote:
Originally posted by Athena:
thank you a lot Oleg, it made things clearer for me.

How the AI calculate in which AI state it is? Is it something totally hardcoded or can it be altered?

Something else, in different files : In proportion mod there is planetary facilities with the name of ship components. I suppose this is used as placeholder name, but how it works for the AI ? They ignore it totally?
Those are bogus abilities to manipulate AI.

When AI see standard "resource extraction - minerals" ability in its own construction_facility.txt file, it uses the facility with highest mineral extraction value available. Unfortunately, it is a Cultural center which will be build in 100+ years on new planet.
To make AI build miniral mines, PvK assigned bogus ability, something like "ship = bridge". Then he replaced all entries for mineral extraction in construction_facility.txt by this new ability. Now on, when AI cycles through file, it builds mineral miners, sisnce it is the only facility with this ability ! Very clever, I should say.
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