 
			
				June 11th, 2004, 02:34 PM
			
			
			
		  
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				Re: AI Gurus: Facility Construction
			 
             
			
		
		
		
		Originally posted by Yef:
                                 
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				  Well, I've been playing Proportions and the AI is building Cultural centers in new colonies. 
It appears to happen only with 2 AIs, the Dopplengangers and the Kaelons. My guess is that these 2 are not optimized for Proportions. 
 
Any idea how can this be fixed?
			
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 They need to use  ("bogus abilities") only in their Construction file that is with-in that AI Folder. 
Refer to the Proportions: Abbidon and the Krill AI Construction files, for a guide. 
 
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				 And how can I make the AI colonize at a higher rate? 
Some AIs, like the Drucks and the religious race (what's their name), never expand beyong their homeworld, that despite having a couple colony ships orbiting their Homeworlds doing nothing. 
			
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 Several well fueled AI Scout designs and  a quick (Supply Generation) Facility built for a new systems first Colony -  is key towards the consistent early AI expansion...  
 
If that new System only has one colonizable moon or one gas planet, etc. It is a MUST for that new AI Colony to have a Resupply Depot           
    
= = = 
 
You may adjust the Colonizer Calls thru that AI's Vehicles Construction File; However, you need to be mindful of the (present and future)  maintenance costs: 
 
Entry # Type                 := Colonizer 
Entry # Planet Per Item      := A (little) less % 
Entry # Must Have At Least   := A (few) more 
- - - 
Or you may add more calls, latter in the AI modes of the Vehicles Construction File - to ensure a Colonizer may replace the one that lands . 
 
Redundent Calls: 
Entry # Type := Colonizer 
Entry # Planet Per Item := 0 
Entry # Must Have At Least := 1 (or 2) 
 
= = = 
 
Also to caution: 
Not usually an early game issue. Any surplus ship over a Planet and with empty cargo space - may fill up or crowd that  ship with unwanted units                                          
     
 Automatic Colonization Population    := 1 
Will help this. However, this setting of =:1  does have its draw backs. 
 
Modding your design for a (Much) larger Colonizer Cargo hold - will also aid the AI and this may be best in the overall. 
  
 [ June 11, 2004, 16:10: Message edited by: JLS ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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