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KnidVermicious
December 13th, 2003, 06:19 PM
For the Planetary Assault mod it is necessary to create an anti-fighter fighter and an anti-ship fighter. The AI_designcreation and AI_construction files only have a single "fighter" as a design type. How do I get around this? I know you can sub in a less used type like 'boarding ship', but will this make the AI treat it as something different than a fighter? Am I missing something?

Slick
December 13th, 2003, 06:31 PM
You can assign different strategies to different designs.

Slick.

KnidVermicious
December 13th, 2003, 06:43 PM
Yeah, but I want more control over the design itself. In the mod, weapons can target ships or target fighters, but not both. I need to control it so the AI will build fighters with only anti-ship and then build them at a certain rate.

KnidVermicious
December 13th, 2003, 07:27 PM
The problem I'm seeing is this: The AI construction file calls for a fighter. In the design files you have two fighter designs, one for anti-fighter, one for anti-ship. I don't think having mixed fighters would be very efficient, especially in small sizes. Anyway, the fighter designs are seperated by weapons only, the sizes and tech levels are the same. How does the AI pick?

oleg
December 14th, 2003, 05:56 AM
Originally posted by KnidVermicious:
For the Planetary Assault mod it is necessary to create an anti-fighter fighter and an anti-ship fighter. The AI_designcreation and AI_construction files only have a single "fighter" as a design type. How do I get around this? I know you can sub in a less used type like 'boarding ship', but will this make the AI treat it as something different than a fighter? Am I missing something? <font size="2" face="sans-serif, arial, verdana">Not true. You can use design names, not types in construction_vehichles file. Make separate designs for "bomber" and "fighter" and then use names. It does not work for construction_units file though http://forum.shrapnelgames.com/images/icons/icon9.gif Another thin point is the combained use of numbers for "must have" entry. That sometimes may be very tricky.

KnidVermicious
December 14th, 2003, 08:07 PM
Aha! It worked.

However, I did get a error from one of the new strategies I added. How do I correct this?

oleg
December 14th, 2003, 08:57 PM
Originally posted by KnidVermicious:
Aha! It worked.

However, I did get a error from one of the new strategies I added. How do I correct this? <font size="2" face="sans-serif, arial, verdana">What kind of error ? Ithink i know what is the problem - it is a well known feature of storing strategies in the race_name.emp files If you add new strategy to AI_strategy and AI_design files, it does not affect pre-generated .emp files. You must make it from the scratch again !

KnidVermicious
December 14th, 2003, 09:44 PM
How do I remake the empire file? Is there some kind of tutorial somewhere?

oleg
December 15th, 2003, 05:52 AM
Originally posted by KnidVermicious:
How do I remake the empire file? Is there some kind of tutorial somewhere? <font size="2" face="sans-serif, arial, verdana">Let's assume you want to make the fresh empire file for a race A. Start a new game with high number of AI races and use race B for yourself. Once the game starts, check "players" - top left icon or F2 - go to "players", if you are lucky and race A is present, click on it, taking it onto your control. Press "end turn". Now you will proceed to empire A . Go again to F2, click on "save empire" and save it. Exit game. You will have a fresh emp file ! If you are unlucky and race A was not selected as a random AI player, repeat and rinse http://forum.shrapnelgames.com/images/icons/icon7.gif