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  #21  
Old November 6th, 2001, 02:05 AM
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Default Re: SOLVED AI TROOP INVASIONS

So if we mod the AI files to force them to build 100 or more troops then a transport do you think they would use it to invade?
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  #22  
Old November 6th, 2001, 02:40 AM
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Default Re: SOLVED AI TROOP INVASIONS

quote:
Originally posted by Dracus:
So if we mod the AI files to force them to build 100 or more troops then a transport do you think they would use it to invade?


Yes, they would. It is probably a good idea to use a standard hull rather than a tranport hull for the troop transport. Also don't forget to research troops and weapons . Check out the files of the Aquilaeian, Orks, and Space Vikings on how they build troops and what kind of designs they use.

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  #23  
Old November 6th, 2001, 08:00 AM

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Default Re: SOLVED AI TROOP INVASIONS

yes but be careful - building more troops upsets the number of warships being built - I have found that you have to make changes to several of the vehicle construction rates..
Also as Rollo stated find away to research troops and smaller weapons very early in the game , around turns 2-3 .

anyway here are the changes I have made so far to the troops and transports build rates( I didnt include the changes made to the other vehicle builds)- I am still working with those- but I have gotten the AI to use a transport with 100 troops in a planetary invasion, repeatedly.

AI State := Infrastructure
Entry 13 Type := Troop
Entry 13 Planet Per Item := 10
Entry 13 Must Have At Least := 100
Entry 14 Type := Troop Transport
Entry 14 Planet Per Item := 60
Entry 14 Must Have At Least := 2


AI State := Prepare for Attack, Attack
Entry 11 Type := Troop
Entry 11 Planet Per Item := 30
Entry 11 Must Have At Least := 100
Entry 12 Type := Troop Transport
Entry 12 Planet Per Item := 20
Entry 12 Must Have At Least := 2

AI State := Prepare for Defense, Defend (Short Term), Defend (Long Term)
Entry 12 Type := Troop
Entry 12 Planet Per Item := 20
Entry 12 Must Have At Least := 50
Entry 13 Type := Troop Transport
Entry 13 Planet Per Item := 0
Entry 13 Must Have At Least := 1


[This message has been edited by AJC (edited 06 November 2001).]
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  #24  
Old January 30th, 2002, 08:48 AM

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Default Re: SOLVED AI TROOP INVASIONS

I installed the CD and then installed the 1.49 patch. I installed the "parity mod", so each system would have lots of planets and thus a close enemy to invade. I chose small quadrant, the Krill, and high random lots of opponents so I could invade. I chose medium difficulty for this experiment.
One of the problems of SE4 is that it takes too long to make troops in my opinion. So, I made it so troops are free, no charge.
I went to DATA\VehicleSize, searched for "Small Troop" and

Name := Small Troop
Short Name := Small Troop
Description :=
Code := TS
Bitmap Name := TroopSmall
Vehicle Type := Troop
Tonnage := 10
Cost Minerals := 1
Cost Organics := 0
Cost Radioactives := 0

So, small troop will cost $1 instead of over $100

Then I went to TECHAREA, and made sure Ship Constructions' Start Level was 3 (Destroyers)

Name := Ship Construction
Group := Applied Science
Description := The construction of starships and their support components.
Maximum Level := 9
Level Cost := 10000
Start Level := 3

AND..

Name := Point-Defense Weapons
Group := Weapon Technology
Description := Weapons which specifically target and destroy incoming seekers.
Maximum Level := 5
Level Cost := 5000
Start Level := 1

AND.........

Name := Military Science
Group := Theoretical Science
Description := The science of military practices and the strategic, tactical, and logistic theories that determine them.
Maximum Level := 2
Level Cost := 50000
Start Level := 1

AND.......

Name := Troop Weapons
Group := Weapon Technology
Description := Weapons employed by troops on a planet's surface.
Maximum Level := 3
Level Cost := 5000
Start Level := 1


In DATA\COMPONENTS

Name := Troop Cockpit
Description := The main control center of a mechanized troop.
Pic Num := 271
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 0
Cost Organics := 0
Cost Radioactives := 0

AND.........

Name := Ground Cannon I
Description := Large cannon used to suppress ground targets.
Pic Num := 153
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 0
Cost Organics := 0
Cost Radioactives := 0

Next, off to the Pictures\Races\Krill_AI_DESIGN CREATION------------------------------


Name := Fortified Troop Destroyer/Needs Attack Ship as Escort
Design Type := Troop Transport
Vehicle Type := Ship
Default strategy := Capture Planet
Size Minimum tonnage := 10
Size Maximum tonnage := 5000
Must Have At Least 1 Ability := 1
Must Have Ability := Weapon
Minimum speed := 4
Desired speed := 6
Majority Weapon Family Pick 1 := 2
Majority Weapon Family Pick 2 := 1
Majority Weapon Family Pick 3 := 25
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick := 0
Secondary Weapon Family Pick := 2
Secondary Weapon Family Pick := 0
Secondary Weapon Family Pick := 0
Secondary Weapon Family Pick := 0
Secondary Weapon Family Pick := 0
Shields Spaces Per one := 200
Armor Spaces Per one := 1200
Majority Comp Spaces Per One := 1200
Majority Compability := Weapon
Secondary Comp Spaces Per One := 500
Secondary ability :=Weapon
Num Miscabilities := 10
Misc Ability 1 ame := PointDefense
Misc Ability 1 Spaces Per := 300
Misc Ability 2ame := Cloak Level
Misc Ability 2 Spaces Perne := 10000
Misc Ability 3 ame := Quantum Reactor
Misc Ability 3 Spaces Perone := 10000
Misc Ability 4 ame := Combat To Hit Defense Plus
Misc Ability 4 Spaces Per ne := 10000
Misc Ability 5 ame :=Combat To Hit Offense Plus
Misc Ability 5 Spaces Per ne := 10000
Misc Ability 6 ame := Multiplex Tracking
Misc Ability 6 Spaces Per ne := 10000
Misc Ability 7 Name := Shield Regeneration
Misc Ability 7 Spaces Per ne := 800
Misc Ability 8 ame := Emergency Resupply
Misc Ability 8 Spaces Per ne := 800
Misc Ability 9 ame := Scanner Jammer
Misc Ability 9 Spaces PerOne := 10000
Misc Ability 10 ame := Cargo Storage
Misc Ability 10 Spaces Per one := 500

***THE ABOVE DESIGN PRODUCES DESTROYERS ON UP WITH 1 CARGO BAY TO CARRY ABOUT 15 SMALL TROOPS, AND IT HAS MISSILES AND POINT DEFENSE WEAPONS.***


Name := Attack Ship/Escorts Fortified troop carrier Troop Ship
Design type :=Attack Ship
Vehicle type := Ship
Default Strategy := Maximum Weapons Range
Size Minimum tnnage := 10
Size Maximum tonnage := 5000
Num Must Have At Least 1 ability := 1
Must Have Ability := Weapon
Minimum speed := 4
Desired speed := 6
Majority Weapon Family Pick 1 := 2
Majority Weapon Family Pick 2 := 1
Majority Weapon Family Pick 3 := 25
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick5 := 0
Secondary Weapon Family Pick1 := 0
Secondary Weapon Family Pick2 := 0
Secondary Weapon Family Pick3 := 0
Secondary Weapon Family Pick := 0
Secondary Weapon Family Pick := 0
Shields Spaces PerOne := 200
Armor Spaces PerOne := 1200
Majority Comp Spaces PerOne := 1200
Majority CompAbility := Weapon
Secondary Comp Spaces PerOn := 500
Secondary CompAbility := Weapon
Num MiscAbilities := 9
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces PerOne := 200
Misc Ability 2Name := Cloak Level
Misc Ability 2 Spaces PerOne := 10000
Misc Ability 3Name := Quantum Reactor
Misc Ability 3 Spaces PerOne := 10000
Misc Ability 4Name := Combat To Hit Defense Plus
Misc Ability 4 Spaces PerOn := 10000
Misc Ability 5Name := Combat To Hit Offense Plus
Misc Ability 5 Spaces PerOne := 10000
Misc Ability 6Name := Multiplex Tracking
Misc Ability 6 Spaces PerOne := 10000
Misc Ability 7Name := Shield Regeneration
Misc Ability 7 Spaces PerOne := 800
Misc Ability 8Name := Emergency Resupply
Misc Ability 8 Spaces PerOne := 800
Misc Ability 9Name := Scanner Jammer
Misc Ability 9 Spaces PerOne := 10000

NOTHING SPECIAL ABOVE WITH THIS DESIGN EXCEPT IT HAS TO BE AN ATTACK SHIP, EVEN A SMALL FRIGATE OR ESCORT CAN ACT AS A ESCORTER-BUT MIGHT NOT SURVIVE

I deleted the original "TROOP TRANSPORT" design because i didn't know how to put weapons on it and to only put half cargo bays.And it's expensive

I also went to "CARGO BAY" in COMPONENTS and changed size from 20 to 1

Below is a copy of my Krill Construction Vehicle

AI State := Exploration
Num Queue Entries := 12
Entry 1 Type := Satellite
Entry 1 Planet Per Item := 0
Entry 1 Must Have At Least := 2
Entry 2 Type := Attack Ship (these 2 ships act as escorts after 10 turns (see fleet changes below)
Entry 2 Planet Per Item := 10
Entry 2 Must Have At Least := 2
Entry 3 Type := Troop (this produces about 45 free troops ON HOME PLANET)
Entry 3 Planet Per Item := 0
Entry 3 Must Have At Least := 2
Entry 4 Type := Troop Transport (makes two fortified destroyer troop carriers)
Entry 4 Planet Per Item := 10
Entry 4 Must Have At Least := 2
Entry 5 Type := Colonizer
Entry 5 Planet Per Item := 30
Entry 5 Must Have At Least := 2
Entry 6 Type := Weapon Platform
Entry 6 Planet Per Item := 5
Entry 6 Must Have At Least := 2
Entry 7 Type := Satellite
Entry 7 Planet Per Item := 5
Entry 7 Must Have At Least := 2
Entry 8 Type := Attack Ship
Entry 8 Planet Per Item := 5
Entry 8 Must Have At Least := 8
Entry 9 Type := Fighter
Entry 9 Planet Per Item := 3
Entry 9 Must Have At Least := 2
Entry 10 Type := Mine Layer
Entry 10 Planet Per Item := 0
Entry 10 Must Have At Least := 1
Entry 11 Type := Carrier
Entry 11 Planet Per Item := 50
Entry 11 Must Have At Least := 1
Entry 12 Type := Recon Satellite
Entry 12 Planet Per Item := 50
Entry 12 Must Have At Least := 0

KRILL FLEETS CHANGES BELOW

Percentage of Ships For Fleets := 100
Fleets Dont Use For NUM TURNS := 10
Fleets Default Formation := Diamond
Fleets Default Strategy := Capture Planet

These 4 lines at the bottom of the fleets is what I changed. After 10 turns your Attack Ships and 2 orbiting Troop Transport Destroyers will form fleets and attack an enemy your at war with and invade one of their planets-around turn 15-20. I think you have to be at war. This was just an experiment. I have to work with it longer to see if there needs to adjustments.

AND.........

Name := Troop
Design Type := Troop
Vehicle Type := Troop
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 0
Desired Speed := 0
Majority Weapon Family Pick 1 := 116
Majority Weapon Family Pick 2 := 101
Majority Weapon Family Pick 3 := 100
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 0
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 100
Armor Spaces Per One := 400
Majority Comp Spaces Per One := 50
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 0
Secondary Comp Ability :=
Num Misc Abilities := 0

THE IMPORTANT THING IS TO MAKE THE MAIN WEAPON TO 116 FROM 110 OR 100.

[ 30 January 2002: Message edited by: Cranex ]

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What I'd like to see in SE4: Rotating planets, animated ground combat like Moo2, (or more realistic looking), an easier to see planet border (you know- that yellowish 4 pointed thing displayed around a planet when selected). PLEASE no real time games.
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  #25  
Old January 30th, 2002, 09:50 AM

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Default Re: SOLVED AI TROOP INVASIONS

I just played for 10 minutes. I selected all the ministers on and the individual ministers on)which you have to have to get your ships moving)
Before turn 10 I had made contact with two races and one declared war on me. I fought a battle myself, 1 missile destroyer against 2 anti-proton beam destroyers with 1 point defense each.I also changed the speed of the capital missile to 7-i know it's not balanced, but my main objective was to see how the troop carriers worked.

At turn 11 1 Attack destroyer headed for the enemies home planet and a fleet of 3 (2 transport destroyers and 1 attack destroyer) formed 1 fleet of 4 ships(2 attackers and two troop destroyers)
In tactical combat auto mode, the two destroyer transports retreated(even though they each had missiles. The two attack destroyers approached the planet which had 7 anti-proton beam weapon platforms and no point defense. My destroyers stayed out of distance for one turn and then aproached within range of the anti-protons beam platforms. Both ships were 75% damaged. If I had only loaded a bomb or two(sigh). My attack desytroyers retreated and MY TRANSPORT DESTROYERS BEGAN TO APPROACH THE PLANET LAUNCHING 3 MISSILES EACH!!! When they got close enough one dropped 15 troops from it's 1 cargo bay and a troop invasion began. The enemy had 100 troops!!! I lost the invasion, and 1 destroyer transport, but destroyed 6 weapon platforms. COOL!!!! I'm going to add more cargo bays and perhaps try and design a Real transport with weapons now!! Turn 15
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What I'd like to see in SE4: Rotating planets, animated ground combat like Moo2, (or more realistic looking), an easier to see planet border (you know- that yellowish 4 pointed thing displayed around a planet when selected). PLEASE no real time games.
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  #26  
Old January 30th, 2002, 04:49 PM
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Default Re: SOLVED AI TROOP INVASIONS

Click here to see AI troops in Action. Rash'n frash'n mrush'n Vikings...
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