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				February 2nd, 2004, 05:37 PM
			
			
			
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					Join Date: Feb 2003 Location: RI. USA 
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				 Re: An Interesting Problem (Modding Help Needed) 
 
	As long as you can load the item (No accidental line spaces after shields in your Comp File), the AI can be prompted to load any legal Component at some point in the game.Quote: 
	
		| Originally posted by Atrocities: Question 2
 
 Ok, what do I need to do in order to get the AI to properly design a new design that I have added in the VehicleSize file?
 
 For excample, I added the War Station to the vehicleSize file and when I come to it in a game the AI has designed one, but it only has shields.
 
 How can I get the AI to add weapons and other components to this base automatically?
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 - - - - -- -
 
 Depending how you have your Components file set up (Arranged order); may and will depend on the armor or shield etc. that the AI will default load from most data lines:
 AI Design File:
 Shields Spaces Per One:= ####
 Armor Spaces Per One:= ####
 NOTE To have this load you WILL NEED Armor Ability on your Item Number of Abilities  data area; within your Components file.
 
 Number of Abilities := 2
 Ability 1 Type        := Armor
 Ability 1 Descr       :=
 Ability 1 Val 1       := 0
 Ability 1 Val 2       := 0
 Ability 2 Type        := " ~~~"
 "Leaky Armors" If without above; will get tricky for the AI to load and you may want to wait for the next se4 Upgrade v186g +.
 
 - - - - - - - -
 
 Emissive Armor
 Value1 = Amount of damage reduced per hit.
 Value2 =
 
 To have other Armors or any non-default item that do not have any other usable non-conflicting Ability or  that will not load by the AI as above or as a maj Weapon, sec Weapon or disguised as such or (other) means, etc. you may need a TAG name eg:
 
 (Examples for a  modded item)
 Planet - Shield Generation
 Value1 = Amount of shields generated.
 Value2 =
 (PvK: Used as AI tag for regular armor.)
 
 Resource Generation - Radioactives
 Value1 = Amount of radioactives generated per turn.
 Value2 =
 (JLS: Used as AI tag Planetary Weapons used for AI Balance for fighters and BC ships and up.)
 
 = = =
 
 The new Patch may have other options to handle how the AI loads
 
 Version 1.86:
 1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components.
 
 = = = = =
 With Pre v185g as it is now. The Abilities file has the initial references for the AI and then this reference (if not used as a component ability already) can be added to the Abilities of your desired load item in the Components files.
 
 To have the AI load a legal non-defaulted item,  just place  your  (newly Reserved taged name) Ability in its  Design file.
 
 
 HOW TO - Example and Reference
 
 Example: Default Armor was YOUR DESIRED AI COMMON ARMOR as per your released Component data file; pre aranged setup.
 In this example a "Common Armor" was this default.
 Armor Spaces Per One                            :=  10000
 
 Emissive Armor
 Misc Ability 4 Name := Emissive Armor
 Misc Ability 4 Spaces Per One := 2000
 
 
 And we also want this AI to load “Armor of Doom“:
 
 -
 
 Example step one.
 Abilities DATA File:
 
 Warp Point - Turbulence
 Value1 = Amount of damage done to objects moving through this warp point. (Normal Damage)
 Value2 =
 (STM: Used as AI tag for DOOM armor.)  (add)
 
 Star - Unstable
 Value1 = Chance that sun will explode each year.
 Value2 =
 
 Sector - Sight Obscuration
 Value1 = “~~~~”
 
 - -
 
 Example step Two.
 Components DATA File
 
 Name                  := Armor of Doom
 Description           := Neat doom stuff..
 Pic Num               := 194
 Tonnage Space Taken   := 10
 Tonnage Structure     := 100
 Cost Minerals         := 60
 Cost Organics         := 0
 Cost Radioactives     := 30
 Vehicle Type          := Ship\Base
 Supply Amount Used    := 0
 Restrictions          := None
 General Group         := Armor
 Family                := 1911
 Roman Numeral         := 0
 Custom Group          := 0
 Number of Tech Req    := 1
 Tech Area Req 1       := Armor
 Tech Level Req 1      := ##
 Number of Abilities   := 2
 Ability 1 Type        := Warp Point - Turbulence   (add)
 Ability 1 Descr       :=
 Ability 1 Val 1       := 0
 Ability 1 Val 2       := 0
 Ability 2 Type        := Armor (depends on your mod)
   Ability 2 Descr       :=
 Ability 2 Val 1       := 0
 Ability 2 Val 2       := 0
 Weapon Type           := None
 
 - - -
 
 Example step Three.
 RACE_AI_DesignCreation File
 
 Name                      := War Station
 Design Type                                     := Defense Base
 Vehicle Type                                    := Base
 Default Strategy                                := Optimal Firing Range
 Size Minimum Tonnage                            := ###
 Size Maximum Tonnage                            := ####
 Num Must Have At Least 1 Ability                := 1
 Must Have Ability 1                             := Weapon
 Minimum Speed                                   := 0
 Desired Speed                                   := 0
 Majority Weapon Family Pick 1                   := 8
 Majority Weapon Family Pick 2                   := 2
 Majority Weapon Family Pick 3                   := 0
 Majority Weapon Family Pick 4                   := 0
 Majority Weapon Family Pick 5                   := 0
 Secondary Weapon Family Pick 1                  := 34
 Secondary Weapon Family Pick 2                  := 25
 Secondary Weapon Family Pick 3                  := 0
 Secondary Weapon Family Pick 4                  := 0
 Secondary Weapon Family Pick 5                  := 0
 Shields Spaces Per One                          := 400
 Armor Spaces Per One                            := ####
 Majority Comp Spaces Per One                    := 300
 Majority Comp Ability                           := Weapon
 Secondary Comp Spaces Per One                   := 10000
 Secondary Comp Ability                          := Weapon
 Num Misc Abilities                              := 12
 Misc Ability 1 Name                             := Point-Defense
 Misc Ability 1 Spaces Per One                   := 600
 Misc Ability 2 Name                             := Warp Point - Turbulence   (add) for DOOM ARMOR)
 Misc Ability 2 Spaces Per One                   := 1000 or your ####
 SPO # := 10000 is usualy only one item will load,  and the lower this (SPO) number the more of that item will be loaded
 Misc Ability 3 Name                := Shield Regeneration
 Misc Ability 3 Spaces Per One                   := 10000
 Misc Ability 4 Name                             := Emissive Armor
 Misc Ability 4 Spaces Per One                   := 2000 or your ####
 Misc Ability 5 Name                             := “ ~ ~ ~ “
 
 - - - -
 
 Example Step four:
 
 
 Test to see it has your desired Item Count, if not just reset the SPO #.
 
 - - - - -
 
 Example Step Five:
 
 Add/follow up for the new Design to be called in the RACE_AI_Construction_Vehicles File and test for its Construction.
 
 You should be good to go.
 
 = = = = = = = = = = = =
 
 Also to note:
 
 A design is created when a new Component or Vehicle Size has been researched
 after the date the design was created. All Vehicle Sizes as fair game, and any
 components which are part of the design type.
 Vehicle Type is correct for this Design Type.
 Have the necessary tech for this Vehicle Size.
 Vehicle Size discovery date is equal to or better than that of the Last
 design for this Design Type.
 Vehicle Size falls within the required Minimum and Maximum range of Tonnage.
 Can support the minimum and maximum required speeds.
 (enough spaces for engines to provide the minimum speed)
 (allows no movement for a Maximum Speed of zero)
 Does not have any Min Percent requirements for a comp type different
 than the Majority Comp Type.
 Does not have any Max Percent requirements for the Majority Comp Type.
 
 = = = = = = = = = = = =
 
 
 The next se4 Upgrade may make all this and more; very efficient for the se4 AI.
 
 [ February 02, 2004, 22:59: Message edited by: JLS ]
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