|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				April 14th, 2004, 05:34 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 AI Gurus: Facility Construction 
 In Adamant Mod, I have HW facilities that produce all resources and are not supposed to be built anywhere. But, the AI builds them everywhere. I looked at Proportion's cultural centers, but could see nothing different about them (in regards to resources) from my HW facilities except that they require 0 tech levels. I think Proportions AIs build non-cultural center facilities... 0 tech level requirements would not work for Adamant, as I need to have 3 different kinds of facilities for the races. So... please go look at Adamant and post how you would solve the problem of the AI building HW facilities on planets instead of normal mineral miners and such. |  
	
		
	
	
	| 
			
			 
			
				April 14th, 2004, 06:37 AM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Jul 2003 Location: New Zealand 
						Posts: 252
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: AI Gurus: Facility Construction 
 Try adding AI Tags to the Radioactives Extraction Facility, Organics Farm Facility and Mineral Miner Facility. Then target the AI Tags in the AI Construction Facilities files.    |  
	
		
	
	
	| 
			
			 
			
				April 14th, 2004, 06:51 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: AI Gurus: Facility Construction 
 I was hoping to avoid AI tags... it gets really complicated with abilities that have no value... |  
	
		
	
	
	| 
			
			 
			
				April 14th, 2004, 07:52 AM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Jul 2003 Location: New Zealand 
						Posts: 252
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: AI Gurus: Facility Construction 
 Maybe you could add the abilities of Solar Resource Generation - Minerals, Solar Resource Generation - Organics, Solar Resource Generation - Radioactives, Generate Points Minerals, Generate Points Organics and Generate Points Radioactives to the Radioactives Extraction Facility, Organics Farm Facility and Mineral Miner Facility. Then you can target abilities that have value in the AI Construction Facilities files.    |  
	
		
	
	
	| 
			
			 
			
				April 14th, 2004, 07:19 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: AI Gurus: Facility Construction 
 That is part of the question Urendi.    |  
	
		
	
	
	| 
			
			 
			
				April 14th, 2004, 07:27 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major General |  | 
					Join Date: Jan 2004 Location: Germany / Bielefeld 
						Posts: 2,035
					 Thanks: 33 
		
			
				Thanked 18 Times in 12 Posts
			
		
	      |  |  
    
	| 
				 Re: AI Gurus: Facility Construction 
 Hey Imperator, could you please check your mailbox ? I sended you a very important message about SE4 modding through the Boards yesterday.thanks.
 |  
	
		
	
	
	| 
			
			 
			
				April 15th, 2004, 01:29 AM
			
			
			
		 |  
	| 
		
			|  | 
 Brigadier General |  | 
					Join Date: Jul 2001 Location: Kiel, Germany 
						Posts: 1,896
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: AI Gurus: Facility Construction 
 *delurks
 AFAIK, Proportions AI uses bogus abilities. A quick look at the facility contruction files should clear things up.
 
 *engages Lurking Device
 |  
	
		
	
	
	| 
			
			 
			
				April 15th, 2004, 01:58 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2000 Location: New York, NY 
						Posts: 1,066
					 Thanks: 1 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Re: AI Gurus: Facility Construction 
 How does the Proportions mod do it? It doesn't use AI tags. |  
	
		
	
	
	| 
			
			 
			
				April 15th, 2004, 04:57 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: AI Gurus: Facility Construction 
 Oh... thanks for clearing that up Rollo.    |  
	
		
	
	
	| 
			
			 
			
				April 19th, 2004, 02:14 AM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Dec 1999 
						Posts: 8,806
					 Thanks: 54 
		
			
				Thanked 33 Times in 31 Posts
			
		
	      |  |  
    
	| 
				 Re: AI Gurus: Facility Construction 
 Proportions mod uses bogus ability tags to get the AI to not build cultural centers on colonies. During setup, the AI uses unmoddable rules which look for the best mineral generation, etc. During play (after setup), the AI builds according to the Default_AI_Construction_Facilities.txt files. In Proportions, these ask for abilities which do nothing on facilities, but which have been added to facilities to allow them to serve as codes for different types of facilities, which is explained in the Default_AI_Construction_Facilities.txt files that come with Proportions mod.
 PvK
 |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |