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May 23rd, 2004, 12:14 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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AI modding: why does my KI put 2 colony modules on a colonizer ?!
Hi everyone. The problem i have is that my AI will NOT construct any normal colonizers at all, and once it gets to Ark-ships it will start designing and building them, but only with 2 colony modules.
here is the design file:
Name := Colony (Ice)
Design Type := Colony (Ice)
Vehicle Type := Ship
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 320
Size Maximum Tonnage := 400
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Colonize Planet - Ice
Minimum Speed := 2
Desired Speed := 4
Majority Weapon Family Pick 1 := 0
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 0
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 0
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 10000
Majority Comp Ability := Colonize Planet - Ice
Secondary Comp Spaces Per One := 100
Secondary Comp Ability := Cargo Storage
Num Misc Abilities := 4
Misc Ability 1 Name := AI Tag 12
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := AI Tag 11
Misc Ability 2 Spaces Per One := 100
Misc Ability 3 Name := Extra Movement Generation
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Solar Supply Generation
Misc Ability 4 Spaces Per One := 160
about the vehicle sizes:
I have one colony ship with 320 kT and a minimum % for colony modules of 40 %, this ship has a max engine setting of 2.
Another colonizers is available with 400 kT and a minimum of 30%, this ship has a max engine setting of 3.
One colony modules has a size of 150 kT and no other abilitys (supply or cargo)
The AI Tags arent the problem, they are used to call for specialized supply components and armor components.
Please help me ! Thanks
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May 23rd, 2004, 12:29 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!
Try to set your Majority Comp Spaces Per One to 0 instead of 10000.
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May 24th, 2004, 01:40 AM
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Sergeant
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Join Date: Jul 2003
Location: New Zealand
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Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!
Ragnarok-X, I had that problem with colony ships to. Try this idea to fix the problem.
Vehicle Size File:
Colony Ship
Requirement Pct Colony Mods := 0
AI Design Creation File:
Colony (Rock)
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Colonize Planet - Rock
[ May 23, 2004, 12:41: Message edited by: TNZ ]
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May 23rd, 2004, 07:17 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!
TNZ, i will try your idea later. thanks
Aiken: Majority component spaces per one IS 10000. You must have looked at the wrong line or something.
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May 23rd, 2004, 08:20 PM
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Major
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Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!
Rag-X, I understand that current value is 10000. I meant you could change it to 0 and look for results.
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May 23rd, 2004, 10:44 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!
SE automatically puts necessary components when fullfiling "must have" ability. In this case it is colony module. Next, it goes through "majority componets space per one" and adds second module. Do as advised and makes it zero - there will be no second module
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