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  #1  
Old March 3rd, 2004, 05:24 AM
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Krsqk Krsqk is offline
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Default ATTN: AI wizards

I've been working on an AI (for a mod) which builds huge amounts of drones during peacetime. My problem is that I can't get the AI to launch any of them. I have both anti-ship and anti-planet designs available and built. Percentage of drones to leave as planetary cargo is set at 0. Max target systems distance is at 500 which should be plenty, especially after I increased it from 100. What can I do to get these stupid things launched and useful?

While I'm at it, the mod has a racial trait with 6 levels of ships. All are the same size, but the hull abilities go up with tech level. I can't get the AI to create designs using any but the first hull, even by adding dummy abilities. Do I really have to make each one bigger to get them used?

[ March 03, 2004, 04:04: Message edited by: Krsqk ]
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Old March 3rd, 2004, 06:28 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: ATTN: AI wizards

During the beta process, we noticed that AIs stopped launching drones independently after Drone Carriers were added to the game. When they were first added but Drone Carriers were not yet added, the AI would indeed launch drones at enemy ships if it could see them. I don't recall ever seeing it use an anti-planet drones, though. Apparently you have to make your AI build Drone Carriers now, and then it will load the drones into the carrier and send it out to attack an enemy like a regular fighter carrier. Other than that, the only time drones seem to get launched is when you attack a planet with drones in its cargo.
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Old March 3rd, 2004, 07:15 AM

TNZ TNZ is offline
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Default Re: ATTN: AI wizards

You could try adding the tech requirements of the 6th hull size twice, to see if this will fool the AI into using the 6th hull size.

Name := Escort
Short Name := Escort
Description :=
Code := ES
Primary Bitmap Name := Escort
Alternate Bitmap Name := Escort
Vehicle Type := Ship
Tonnage := 150
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Tech Area Req 2 := Ship Construction
Tech Level Req 2 := 1
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  #4  
Old March 3rd, 2004, 11:10 AM
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Default Re: ATTN: AI wizards

Quote:
Originally posted by Krsqk:
I've been working on an AI (for a mod) which builds huge amounts of drones during peacetime. My problem is that I can't get the AI to launch any of them. I have both anti-ship and anti-planet designs available and built. Percentage of drones to leave as planetary cargo is set at 0. Max target systems distance is at 500 which should be plenty, especially after I increased it from 100. What can I do to get these stupid things launched and useful?

While I'm at it, the mod has a racial trait with 6 levels of ships. All are the same size, but the hull abilities go up with tech level. I can't get the AI to create designs using any but the first hull, even by adding dummy abilities. Do I really have to make each one bigger to get them used?
Start a new game and see if it works would be my first suggestion. If you have already done that, then you know more about AI making than me, and I wish you well on figuring this out. Either way it goes, PLEASE if you figure it out, will you post about how you did so?

The information on how you get the AI to do things, ie modding, and problem solving is very important news and MUST be preserved.
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  #5  
Old March 3rd, 2004, 10:43 PM
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Default Re: ATTN: AI wizards

Actually, I have tried duplicating tech requirements. That must have been what I meant by "dummy abilities," although it obviously didn't come out right early this morning.

I added 1kt per level to the later hulls, and the AI uses them just fine. I'll have to experiment more to see if I can teach it any new tricks.

Still no luck on launching drones. I guess I'll have to add drone launchers to the orbital bases; drone carriers would have to pick up the drones, drag them off to some fleet somewhere, find a target,...

Back to the AI crunching ground.
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Old March 3rd, 2004, 11:08 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: ATTN: AI wizards

The AI won't launch fighters without carriers either. Neither will they launch any fighters outside of combat.

The drone AI must follow similar programming.

It's too bad. But what you could do is mod the AI to build a drone launching base in orbit of a planet. I expect that would let the AI launch drones from the same sector as a planet.
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