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Old April 26th, 2001, 05:43 AM

God Emperor God Emperor is offline
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Default Re: Default_AI_Planet_Types

Devnullicus,
Tend to agree with your underlying assessment, that the structure of the files makes it hard to optimise AI production.

I have spent a fair bit of time on it with my Klingons and Romulans, but, at the end of the day you still occaisionally end up with planets with 57 minerals being Mining Colonies due to the auto-mining colony rule once maintenance exceeds production. The other problem is that you are limited to setting of 101 for minerals, organics and radioactives (my observation is that any value lower than 101 results in mining colonies automatically).

With respect to the ConstructionFacilities files, I think that these can be tweaked sufficiently to ensure that the AI does sensible builds.

Anyway, it would be nice if some more time was spent on this aspect of the AI files.
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Old April 26th, 2001, 05:32 PM
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Default Re: Default_AI_Planet_Types

Devnullicus I think you could achieve your goal even more directly if the AI would destinguish between planets with breathable atmosphere and planets without it. After all the maximum number of the facilities on a planet is determined by these two factors. And it would avoid to build an atmosphere converter on planets that already have a breathable atmosphere. Did you realize that in your example you will build a atmosphere converter on a planet which already must have a breathable atmosphere (because minimum of ten facilities)?

[This message has been edited by Q (edited 26 April 2001).]
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