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				December 13th, 2000, 11:19 PM
			
			
			
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				 AI_DesignCreation File 
 OK, Finally to the point of tweaking some of the designs for my Darlok AI race.  But I am severely math challenged.  I have tried several different equations to figure out how the ratio of "Spaces per One" translates into how the AI will fit out a destroyer size, but to no avail.  Would someone mind walking me (as well as all the others who surf this board) through how the AI would outfit their destroyer (Attack Ship) based on the Default_AI_DesignCreation early in the game - step by step based on the file entry.
 Thanks in advance. . .
 
 [This message has been edited by Tampa_Gamer (edited 13 December 2000).]
 
				__________________No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
 -General George S. Patton
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				December 14th, 2000, 12:13 AM
			
			
			
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				 Re: AI_DesignCreation File 
 Wow...it took me QUITE a while to sift through it but I think I have a solid grasp on it. But I dont think I could adequately explain it here.     
The 'spaces per one' refers to how many of that item it will place in the ship on that particular run through the design queue. For example, if spaces per one is set to say 200 for shields, it will put one shield generator on for every 200 ktons of ship. I DD(300kt) would get 1, a CL(400kt) would get 2 and a BC(600kt) would get 3.
 
The 'majority component' seems to be the only one used after the 'once through' of everything in the queue...ie all other items are only added once (using the spaces per formula) and then the rest is filled in with majority component.
 
The easiest way I found to test it was to go into the 'Tech Areas' file, change the 'Raise Level' on the items you want to test to allow the AI to have those gadgets. Start a new game at 'medium tech' to give the starting AI the gadgets you want. Hit 'end turn' for your start race once to give the AI a turn in which to design all its ships. Then go to options, players and turn the AI players over to human control. Go through to the enemy player's turn (now under your control) and check their designs.
 
I hope this made sense. I understand all this stuff, but cant really explain it in writing.     
Talenn
			
			
			
			
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				December 14th, 2000, 12:24 AM
			
			
			
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				 Re: AI_DesignCreation File 
 Thanks for the quick reply Talenn - actually its starting to make sense with the majority component repeating after a one run.  (I think that was the part that was fouling my Excel template up that I was using to figure out the algorithm) Perhaps the secondary component repeats along with the majority.  I will test this theory tonight when I get home.  Thanks again! 
				__________________No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
 -General George S. Patton
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				December 14th, 2000, 12:37 AM
			
			
			
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				 Re: AI_DesignCreation File 
 No, I dont think the Secondary repeats. At least not in my tests so far.
 Also, note that the early entry on the list of 'Must Have Ability 1' etc are filled before it goes to the 'Majority' and 'Secondary' etc. For 'Attack' ships this is Ability:Weapon, meaning that the primary weapon type will be 1 higher than you might expect from the 'Spaces per' parameter. It also explains why the AI designs have the 'Bridge, Life Support, Crew Quarter, 4 Engines (the minimum for design), a Weapon, and then 2 more Engines (to bring to 6...the 'desired' number). From there it seems to go the the Shields, Armor and then the Majority, Secondary and so on.
 
 Hope it helps. It really tripped me up for a while there until I was able to test it on differing ship types (I inserted my own as a 'control' to see the differences and why).
 
 Talenn
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				December 14th, 2000, 12:44 AM
			
			
			
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				 Re: AI_DesignCreation File 
 Name                                            := Attack ShipDesign Type                                     := Attack Ship
 Vehicle Type                                    := Ship
 Default Strategy                                := Optimal Firing Range
 Size Minimum Tonnage                            := 10
 Size Maximum Tonnage                            := 5000
 
 -I'd say that the above is pretty straightforward.
 
 Num Must Have At Least 1 Ability                := 1
 
 -Specifies how many abilities the design MUST have.
 
 Must Have Ability 1                             := Weapon
 
 -As an attack ship, it must have at least one weapon.
 
 Minimum Speed                                   := 4
 Desired Speed                                   := 6
 
 -Also pretty straightforward.
 
 Majority Weapon Family Pick 1                   := 9
 Majority Weapon Family Pick 2                   := 1
 Majority Weapon Family Pick 3                   := 25
 Majority Weapon Family Pick 4                   := 0
 Majority Weapon Family Pick 5                   := 0
 Secondary Weapon Family Pick 1                  := 0
 Secondary Weapon Family Pick 2                  := 0
 Secondary Weapon Family Pick 3                  := 0
 Secondary Weapon Family Pick 4                  := 0
 Secondary Weapon Family Pick 5                  := 0
 
 -The number entered denotes which family (i.e. Meson BLasters, DUCs, etc.) is used as the primary armament. The AI will move on to choices 2-5 if choice 1 is unavailable. Hmmm, after going through the components file quickly, I don't see any weapons with the indicated families. Family 9 is engines, I think. Maybe it should be Majority Component, not Majority Weapon.
 
 Shields Spaces Per One                          := 250
 Armor Spaces Per One                            := 250
 
 -How many shield and armor components to include per the indicated spaces. For example, if the AI were building a 1000kt ship, it would include 4 shield and 4 armor components (1 / 250 * 1000 = 4).
 
 Majority Comp Spaces Per One                    := 200
 Majority Comp Ability                           := Weapon
 Secondary Comp Spaces Per One                   := 0
 Secondary Comp Ability                          :=
 
 -Same as above. The entry for Majority Comp Ability tells the AI what components there should be 1/200kt of. Also, these components should take up most of the space on the ship. I'm not sure if these are the same components selected with "Majority Weapon Family".
 
 Num Misc Abilities                              := 11
 Misc Ability 1 Name                             := Point-Defense
 Misc Ability 1 Spaces Per One                   := 800
 Misc Ability 2 Name                             := Cloak Level
 Misc Ability 2 Spaces Per One                   := 10000
 Misc Ability 3 Name                             := Quantum Reactor
 Misc Ability 3 Spaces Per One                   := 10000
 Misc Ability 4 Name                             := Combat To Hit Dec
 Misc Ability 4 Spaces Per One                   := 10000
 Misc Ability 5 Name                             := Combat To Hit Add
 Misc Ability 5 Spaces Per One                   := 10000
 Misc Ability 6 Name                             := Multiplex Tracking
 Misc Ability 6 Spaces Per One                   := 10000
 Misc Ability 7 Name                             := Shield Regeneration
 Misc Ability 7 Spaces Per One                   := 800
 Misc Ability 8 Name                             := Emergency Resupply
 Misc Ability 8 Spaces Per One                   := 800
 Misc Ability 9 Name                             := Self-Destruct
 Misc Ability 9 Spaces Per One                   := 10000
 Misc Ability 10 Name                            := Scanner Jammer
 Misc Ability 10 Spaces Per One                  := 10000
 Misc Ability 11 Name                            := Supply Storage
 Misc Ability 11 Spaces Per One                  := 500
 
 -Lists additional things that should be added to the design, such as cloaking, QR, ECM, etc. You'll notice that some entries have values in the thousands. This is to prevent the AI from putting 2 QRs or a similar component on a ship where only one is effective. Since the maximum size defined for this type is 5000kt (see top of entry), it will never get to the 10001st kt needed to add a second QR.
 
 I hope this helps, but I will admit that my understanding of the Majority/Secondary stuff is a little slim. I suggest taking a look at the race-specific files for a species who's armament combos you know of, and see if you can match them with what the design file says. For example, the Krill like to use Plasma Torpedoes and Shield Depleters, so check their design file and see if it matches any of the component info for PLastorps and Depleters.
 
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				December 14th, 2000, 01:01 AM
			
			
			
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				 Re: AI_DesignCreation File 
 Noble: 
  You have to look at WEAPON Family Number in the components list. Weapon Family 9 is the High Energy Discharge group. 
 
  This through some people off earlier too.     
 Talenn |  
	
		
	
	
	
	
	
	
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