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pathfinder
March 20th, 2004, 05:47 PM
Anyone used this?

I want to insure AI uses engines in a MOD (Full tech they do not ATM).

Is there a tutotrial that explains them somewhere? Me no find one http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron
March 20th, 2004, 06:30 PM
Add one of them to the component, call for that ability as a misc ability just as you would with any other ability. Set required engines and all that to 0, so that the game will not add any engines except through the use of the AI tag.

pathfinder
March 20th, 2004, 11:22 PM
Interesting: No requirement in B5 for engines, just a min/max requirement for speed.


24 different types of engines in B5. 6 classes of 4 levels. Gonna try for a generic engine tag.

[ March 20, 2004, 21:51: Message edited by: pathfinder ]

Atrocities
March 21st, 2004, 02:17 AM
I have used them Pathfinder.

I gave the Structural Intigrity Field an AI Tag ability then in the Design Creation files I added the requirement for that AI tag to all designs. Now those designs all use the SIF component.

TNZ
March 21st, 2004, 04:04 AM
I noticed that in the Version of the mod I have the AI would stop adding engines to its AI design creation at a certain point. I think I found the problem. It was the Jump Gate components. When I deleted them the AI started adding engines. I think that the Jump Gate component’s 50 “Standard Ship Movement” point ability is causing the AI problem. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder
March 21st, 2004, 04:20 AM
Originally posted by TNZ:
I noticed that in the Version of the mod I have the AI would stop adding engines to its AI design creation at a certain point. I think I found the problem. It was the Jump Gate components. When I deleted them the AI started adding engines. I think that the Jump Gate component’s 50 “Standard Ship Movement” point ability is causing the AI problem. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Hmmmm...ok. I'll fiddle with that. Shame, but with warp points open,no real need I guess.

Fyron
March 21st, 2004, 04:23 AM
AI tags will get around the jump gate issue nicely.

pathfinder
March 21st, 2004, 04:34 AM
Originally posted by Imperator Fyron:
AI tags will get around the jump gate issue nicely. <font size="2" face="sans-serif, arial, verdana">They weren't in the B5 MOD or at least I couldn't get them to work.

Taking "standard movement" from the jumpgates did work. Don't know what effect that will have on the jumpgates....never deployed them in any game I have played.

Fyron
March 21st, 2004, 04:48 AM
You have to use the latest gold Version of SE4 to have access to stuff like AI Tag 01 and such... otherwise, you have to use dummy, non-working abilities such as the resource generation ones as ability tags. Either way works exactly the same.

pathfinder
March 21st, 2004, 04:52 AM
Originally posted by Imperator Fyron:
You have to use the latest gold Version of SE4 to have access to stuff like AI Tag 01 and such... otherwise, you have to use dummy, non-working abilities such as the resource generation ones as ability tags. Either way works exactly the same. <font size="2" face="sans-serif, arial, verdana">Using 1.91 Gold http://forum.shrapnelgames.com/images/icons/icon7.gif

Guess I'm not quite using the tags correctly. I had a bear of time setting up those non-productive abilities for the armor in B5 way back when...

Atrocities
March 21st, 2004, 04:54 AM
The AI tags are pretty east to use. http://forum.shrapnelgames.com/images/icons/icon7.gif I am sure you will figure them out.

pathfinder
March 21st, 2004, 05:24 AM
Me gonna have to figure them out Atrocities. Darn Shadows seem to refuse to use their race-type weapons in a full tech game http://forum.shrapnelgames.com/images/smilies/rolleyes.gif