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February 16th, 2004, 01:35 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI Design
Quote:
Originally posted by PvK:
Design names do work, or they did, the Last time I was modding AI's. You might not be understanding how the construction file works, though. If you have, for example, lines to build:
Attack Ship x 10
Named Attack Ship A x 13
Named Attack Ship B x 15
where "Named Attack Ship A" and "Named Attack Ship B" have type = Attack Ship, the AI will build 10 attack ships of the "best" type in its opinion, and then 3 Named Attack Ship A's, and then 2 Named Attack Ship B's. That is, assuming no losses, the numbers subtract the number of ships of the same type (not name) that have already been built. So if you want 10 generic attack ships, 13 A's, and 15 B's, then you need to ask for:
Attack Ship x 10
Named Attack Ship A x 23
Named Attack Ship B x 38
(That is, unless I'm remembering incorrectly, but I don't think I am.)
PvK
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You're 100% right.-
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February 16th, 2004, 01:41 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI Design
Quote:
Originally posted by Litcube:
I tried the design names, and it sure doesn't work very well. I only saw a few ships of a certain type. How bizzare..
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Check the PVK post...
Quote:
Originally posted by Litcube:
I must say, after working for two solid weeks on my Mod, and running into this road block, I'm pretty dissapointed now that I see that the AI is severely limited in it's implementation. Sure, I've spent hours painstakingly laying out a great weapon system. But what's the point if the AI is only going to throw only one family of "weapon X" into their ship designs!?
The work around is using boarding party ships and Kamakaze ships... Does this mean that they'll never build normal boarding ships or kamakaze ships? I have a hunch that they were never effectively utilized by the AI in the first place, thus providing a viable option to get two more attack types out of it.
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Was you looking some modded AIs to see how they work? Think this is the best way to learn.
Think you should check some TDM's AIs and see many things. The Orks and United Flora are great races to learn about different ship designes.
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February 16th, 2004, 01:59 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: AI Design
That's great. I haven't read that anywhere before. I thought the TDM AIs did that, but I didn't know how.
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February 16th, 2004, 07:08 AM
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Corporal
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Join Date: Mar 2003
Location: New Westminster, Canada
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Re: AI Design
Quote:
Originally posted by PvK:
Attack Ship x 10
Named Attack Ship A x 13
Named Attack Ship B x 15
PvK
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Where are you getting this x10, x13 and x15 from? The Construction_Vehicle.txt file? If so, I still don't grasp "x10" or "x13"
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February 17th, 2004, 02:08 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: AI Design
Quote:
Originally posted by Litcube:
quote: Originally posted by PvK:
Attack Ship x 10
Named Attack Ship A x 13
Named Attack Ship B x 15
PvK
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Where are you getting this x10, x13 and x15 from? The Construction_Vehicle.txt file? If so, I still don't grasp "x10" or "x13" Yes, he is talking about that file.
use "must have := number"
Just remember that numbers are cumulattive for each design type.
If you have PvK' Proportions mod, take a look on Pequeninos or Soul Hunters files, they build multiple types of attack ships.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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February 16th, 2004, 10:08 PM
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Corporal
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Join Date: Mar 2003
Location: New Westminster, Canada
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Re: AI Design
Ok, I will do that. But surely, you guys don't use the "must have". You're using the planet : ship ratios, correct?
I think this is why the "x" 10 was lost on me.
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February 16th, 2004, 11:29 PM
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Second Lieutenant
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Location: Australia
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Re: AI Design
A better more diverse AI would be good, thats where PBW makes up for it - you are up against human opponents.
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