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March 20th, 2004, 05:47 PM
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Major General
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AI Tag
Anyone used this?
I want to insure AI uses engines in a MOD (Full tech they do not ATM).
Is there a tutotrial that explains them somewhere? Me no find one
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March 20th, 2004, 06:30 PM
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Shrapnel Fanatic
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Re: AI Tag
Add one of them to the component, call for that ability as a misc ability just as you would with any other ability. Set required engines and all that to 0, so that the game will not add any engines except through the use of the AI tag.
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March 20th, 2004, 11:22 PM
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Major General
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Re: AI Tag
Interesting: No requirement in B5 for engines, just a min/max requirement for speed.
24 different types of engines in B5. 6 classes of 4 levels. Gonna try for a generic engine tag.
[ March 20, 2004, 21:51: Message edited by: pathfinder ]
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March 21st, 2004, 02:17 AM
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Shrapnel Fanatic
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Re: AI Tag
I have used them Pathfinder.
I gave the Structural Intigrity Field an AI Tag ability then in the Design Creation files I added the requirement for that AI tag to all designs. Now those designs all use the SIF component.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 21st, 2004, 04:04 AM
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Sergeant
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Re: AI Tag
I noticed that in the Version of the mod I have the AI would stop adding engines to its AI design creation at a certain point. I think I found the problem. It was the Jump Gate components. When I deleted them the AI started adding engines. I think that the Jump Gate component�s 50 �Standard Ship Movement� point ability is causing the AI problem.
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March 21st, 2004, 04:20 AM
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Major General
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Re: AI Tag
Quote:
Originally posted by TNZ:
I noticed that in the Version of the mod I have the AI would stop adding engines to its AI design creation at a certain point. I think I found the problem. It was the Jump Gate components. When I deleted them the AI started adding engines. I think that the Jump Gate component�s 50 �Standard Ship Movement� point ability is causing the AI problem.
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Hmmmm...ok. I'll fiddle with that. Shame, but with warp points open,no real need I guess.
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March 21st, 2004, 04:23 AM
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Shrapnel Fanatic
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Re: AI Tag
AI tags will get around the jump gate issue nicely.
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March 21st, 2004, 04:34 AM
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Major General
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Re: AI Tag
Quote:
Originally posted by Imperator Fyron:
AI tags will get around the jump gate issue nicely.
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They weren't in the B5 MOD or at least I couldn't get them to work.
Taking "standard movement" from the jumpgates did work. Don't know what effect that will have on the jumpgates....never deployed them in any game I have played.
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March 21st, 2004, 04:48 AM
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Shrapnel Fanatic
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Re: AI Tag
You have to use the latest gold Version of SE4 to have access to stuff like AI Tag 01 and such... otherwise, you have to use dummy, non-working abilities such as the resource generation ones as ability tags. Either way works exactly the same.
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March 21st, 2004, 04:52 AM
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Major General
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Re: AI Tag
Quote:
Originally posted by Imperator Fyron:
You have to use the latest gold Version of SE4 to have access to stuff like AI Tag 01 and such... otherwise, you have to use dummy, non-working abilities such as the resource generation ones as ability tags. Either way works exactly the same.
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Using 1.91 Gold
Guess I'm not quite using the tags correctly. I had a bear of time setting up those non-productive abilities for the armor in B5 way back when...
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