.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old August 9th, 2003, 11:50 PM
Prince Xizor's Avatar

Prince Xizor Prince Xizor is offline
Private
 
Join Date: Jan 2002
Posts: 28
Thanks: 0
Thanked 0 Times in 0 Posts
Prince Xizor is on a distinguished road
Default AI modding question (running Proportions)

First of all, keep in mind that I have no experience modding the AI, other than AI_General.txt

Ok. When a race has the Natural Merchants trait, is something hardcoded so that the AI knows not to build Spaceports or do you have to specify this in the AI_Construction_Facilities? Same thing for Emotionless races for instance; they do not need happiness facilities. If I do need to edit the facilities file, how do I do that?

Thanks.
__________________
The year is 1987, and NASA launches the Last of America's deep space probes. In a freak mishap, Ranger 3 and its pilot, Capt. William 'Buck' Rogers, are blown out of their trajectory into an orbit which freezes his life support systems...and returns Buck Rogers to Earth five hundred years later....
Reply With Quote
  #2  
Old August 10th, 2003, 11:21 AM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: AI modding question (running Proportions)

Quote:
Originally posted by Prince Xizor:
First of all, keep in mind that I have no experience modding the AI, other than AI_General.txt

Ok. When a race has the Natural Merchants trait, is something hardcoded so that the AI knows not to build Spaceports or do you have to specify this in the AI_Construction_Facilities? Same thing for Emotionless races for instance; they do not need happiness facilities. If I do need to edit the facilities file, how do I do that?

Thanks.
Natural Merchants AI will still build useless spaceports if they are specified in construction facilities. You must purge that file !
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #3  
Old August 10th, 2003, 03:17 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: AI modding question (running Proportions)

Here an example of Natural Merchants Proportions file.

I made this AI for Dogscoff' beatifull KanesS shipset. But it seems he is not going to finish it any time soon

If you like, adopt files to your race. It is Ice homeworld race, if you want other planet types, modify construction_vehicles and research files. Ship design file should be OK, I think.

1060521147.zip
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #4  
Old August 12th, 2003, 07:27 AM
Prince Xizor's Avatar

Prince Xizor Prince Xizor is offline
Private
 
Join Date: Jan 2002
Posts: 28
Thanks: 0
Thanked 0 Times in 0 Posts
Prince Xizor is on a distinguished road
Default Re: AI modding question (running Proportions)

Thanks, oleg. These were helpful. I think I'll use them with Atrocities' new Ticon Consortium shipset in my game.

Something I noticed when going through the Construction_Vehicles files is that for colony ships, some files will use Colony (Rock), Colony (Ice), Colony (Gas). While others have just an entry called Colonizer. Now I've never seen a design called Colonizer in the DesignCreation files. Is this a mistake, or am I not understanding something? (hopefully the latter )
__________________
The year is 1987, and NASA launches the Last of America's deep space probes. In a freak mishap, Ranger 3 and its pilot, Capt. William 'Buck' Rogers, are blown out of their trajectory into an orbit which freezes his life support systems...and returns Buck Rogers to Earth five hundred years later....
Reply With Quote
  #5  
Old August 12th, 2003, 07:33 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: AI modding question (running Proportions)

You can use whatever design types you want to (just add them when designing a ship ). AIs be programmed to use whatever design types the modder wishes.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #6  
Old August 12th, 2003, 07:57 AM
Prince Xizor's Avatar

Prince Xizor Prince Xizor is offline
Private
 
Join Date: Jan 2002
Posts: 28
Thanks: 0
Thanked 0 Times in 0 Posts
Prince Xizor is on a distinguished road
Default Re: AI modding question (running Proportions)

Quote:
Originally posted by Imperator Fyron:
You can use whatever design types you want to (just add them when designing a ship ). AIs be programmed to use whatever design types the modder wishes.
Right. But what I'm not getting is that the Construction_Vehicles file is telling the AI to build a type called Colonizer. But in their DesignCreation file, there is no such type. So I'm concluding that the AI won't build any colony ships, but that doesn't seem right to me (since I also notice this seeming discrepancy in the unmodded game files). Basically I'm trying to understand the relationship between Construction_Vehicles and DesignCreation.

Also bear in mind that this is the first time I've ever looked at the contents of the AI files.
__________________
The year is 1987, and NASA launches the Last of America's deep space probes. In a freak mishap, Ranger 3 and its pilot, Capt. William 'Buck' Rogers, are blown out of their trajectory into an orbit which freezes his life support systems...and returns Buck Rogers to Earth five hundred years later....
Reply With Quote
  #7  
Old August 12th, 2003, 08:48 AM
Prince Xizor's Avatar

Prince Xizor Prince Xizor is offline
Private
 
Join Date: Jan 2002
Posts: 28
Thanks: 0
Thanked 0 Times in 0 Posts
Prince Xizor is on a distinguished road
Default Re: AI modding question (running Proportions)

Ok, after reading through this thread--Proportions AI without AI colony bug--I think my question about what "Colonizer" means in the Construction_Vehicles file has been answered. It's something hardcoded that allows the AI to evaluate which type of colony design to build, as opposed to just spelling out exactly what kind it should build.

Are there any other such hardcoded strings?
__________________
The year is 1987, and NASA launches the Last of America's deep space probes. In a freak mishap, Ranger 3 and its pilot, Capt. William 'Buck' Rogers, are blown out of their trajectory into an orbit which freezes his life support systems...and returns Buck Rogers to Earth five hundred years later....
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:48 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.