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  #2301  
Old March 31st, 2004, 06:56 AM

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Default Re: STM "Final v1.7.5" Discussion

This is my idea about how the AI construction vehicles and AI design creation files could be changed, to get the AI to do what we want it to do.

In the Federation�s AI Design Creation file it would look like this:

Name := Explorer Class Starship
Design Type := Attack Base
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 180
Size Maximum Tonnage := 300

Name := Medium Class Starship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 350
Size Maximum Tonnage := 600

Name := Heavy Class Starship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 750
Size Maximum Tonnage := 1200

Name := Defiant Class
Design Type := Defense Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 240
Size Maximum Tonnage := 240

And in the Federation�s AI Construction Vehicles file it would look like this:

AI State := Exploration
Num Queue Entries := 22
Entry 2 Type := Explorer Class Starship
Entry 2 Planet Per Item := 120
Entry 2 Must Have At Least := 2
Entry 5 Type := Heavy Class Starship
Entry 5 Planet Per Item := 30
Entry 5 Must Have At Least := 2
Entry 6 Type := Medium Class Starship
Entry 6 Planet Per Item := 60
Entry 6 Must Have At Least := 4
Entry 14 Type := Defense Ship
Entry 14 Planet Per Item := 10
Entry 14 Must Have At Least := 5
Entry 21 Type := Heavy Class Starship
Entry 21 Planet Per Item := 10
Entry 21 Must Have At Least := 5
Entry 22 Type := Medium Class Starship
Entry 22 Planet Per Item := 20
Entry 22 Must Have At Least := 10

I have made a working example. In testing it worked extremely well.
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  #2302  
Old March 31st, 2004, 07:42 AM
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Default Re: STM "Final v1.7.5" Discussion

2300
Let me know you hour testing turns out. I know nothing about that file as I have never editied it before so any working system that you can come up with will be credited to you.

[ March 31, 2004, 06:20: Message edited by: Atrocities ]
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  #2303  
Old March 31st, 2004, 08:06 AM
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Fyron Fyron is offline
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Default Re: STM "Final v1.7.5" Discussion

AT, is perhaps a typo where it has "AI tag 02" instead of "AI Tag 02" present? This might cause an error, depending on whether Aaron programmed the ability tags to be case sensitive or not... I am guessing that they are case sensitive, from the way in which tech areas are.
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  #2304  
Old March 31st, 2004, 08:20 AM
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Default Re: STM "Final v1.7.5" Discussion

Thanks Fyron, I will check the files.
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  #2305  
Old March 31st, 2004, 08:50 AM
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Default Re: STM "Final v1.7.5" Discussion

I checked the files, they are all clean. No errors that I could see in spelling or spacing. From what I can see this should not be happening. The Ai should be building ships just like it did in previous Versions.

I wonder if I made a mistake while changing the weapon range and damage settings that might have caused this.

They are desiging ships, and building a few, just not many. I think TNZ is on to something although I doubt you can use custom names in the CONSTRUCTION files. I think those are limited to the listed ones at the top. Attack Ship, defense ship, etc.

The mod is working, and working well. It worked just fine for me prior to making the weapons range and damage modifications. So if the error does not lie there it has to be in the default ship construction files.

[ March 31, 2004, 07:08: Message edited by: Atrocities ]
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  #2306  
Old March 31st, 2004, 09:26 AM
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Default Re: STM "Final v1.7.5" Discussion

Ok I fiddled with the construction files a bit and by turn 25 the races with the edited files had stepped up ship production.

Like Fyron said the AI state is a bit reflective of Voodoo magic to figure out.

All I can do is edit the files and see what happens. If they work well I will add them to the 1.6.8 update and post it as soon as I can. If not, well then it will be time for me to pass the torch on the AI modding to people more qaulified than I.

We will see what happens.
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  #2307  
Old March 31st, 2004, 10:28 AM
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Default Re: STM "Final v1.7.5" Discussion

Turn 50 and so far all the races are building ships just fine. Some are hurting in resource production though. However all are building and designing new ships each turn.

Medium / Medium, 5k, 1 planet good, no events, Standard Midlife Map (non fqm), Low tech start, tech cost low.
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  #2308  
Old March 31st, 2004, 10:55 AM
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Default Re: STM "Final v1.7.5" Discussion

No promises.

Version 1.6.8

I only play tested it 50 turns.

Please report any bugs.
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  #2309  
Old April 1st, 2004, 12:37 AM

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Default Re: STM "Final v1.7.5" Discussion

Images:

Atrocities I was wondering if you wanted to get your hands on any more images? I was a bit broker for a game call 'Star Trek Conquest Online', now defunct. I had every piece under the sun and I believe the servers are still up enough for me to gain access to my pieces to take screens. Each piece is a beautifully rendered Image that could probably be used (i'ts beyond my ability as all I have is Paint). There are Jem'Hadar Soldiers (3 kinds) Ferengi, Borg, Klingon personal, ships, items, weapons, tonnes of stuff. Anyhow, Its on my old pc but I could see about getting access to the images IF you're interested?

These arnt profile shots either, but actual full body shots ala your Klingon Soldiers just better quality.

I think your fine in your ship images department but there is a whack of them too. I dont mind taking screens of every piece or if you want a more structured thing like 'I need Romulan Troop Images'

There are items to, Photon Torpedoes, Bat'leths, Romulan Disruptors, etc.

Lemme know (ps I dont want to saddle you with xtra work you dont want, I dont think it is necessary myself but I thought i'd bring it up in case you were interested!)
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  #2310  
Old April 1st, 2004, 04:32 AM
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Default Re: STM "Final v1.7.5" Discussion

Sure that would be nice.

I was a beta tester for that game. To be honest I didn't think it would Last.
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