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  #31  
Old September 12th, 2004, 11:24 AM

tesco samoa tesco samoa is offline
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Default Re: Making Carriers and Fighters more usefull.

At... I am working on some ideas for the upcoming cool game i am running...

So perhaps some IM between you and I and CNC....
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  #32  
Old September 12th, 2004, 09:57 PM
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Default Re: Making Carriers and Fighters more usefull.

Cool.
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  #33  
Old September 13th, 2004, 10:44 AM

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Default Re: Making Carriers and Fighters more usefull.

Quote:
aiken said:
If AI has 10 planets under control and Planet Per Item := 50 used in construction file then it will build 2 ship/unit. With 20 planets it will build 4 ship/unit. In short: ships_to_build = total_planets/(PPI/10).

Imo, Planet Per Item entry is not very comfortable for mass unit construction, because even with 100 planets and PPI := 1 AI can build 1000 units max, which is quite small amount for such a developed empire. Gradually increasing amounts in Must Have At Least entries is better for this purpose.
How that the "Must have at least" works?
Is it a total number for the empire or an amount per planet?
Example:
I want the AI to mass produce fighters, so I entered:
Planets per Item: 1
Must have at least: 100

Will the AI build 100 fighters per planet?
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  #34  
Old September 13th, 2004, 12:01 PM
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Default Re: Making Carriers and Fighters more usefull.

Must Have At Least := xxx evaluates total number of ships/units per empire. So to realize mass fighter production do something like this:

Entry 10 Type := Fighter
Entry 10 Planet Per Item := 50
Entry 10 Must Have At Least := 100
...
Entry 20 Type := Fighter
Entry 20 Planet Per Item := 20
Entry 20 Must Have At Least := 300
...
Entry 30 Type := Fighter
Entry 30 Planet Per Item := 10
Entry 30 Must Have At Least := 700
...
Entry 40 Type := Fighter
Entry 40 Planet Per Item := 3
Entry 40 Must Have At Least := 1500

and so on

These numbers are approximate, modify them according to your liking.

Don't use Entry XX Must Have At Least := 5000 from start, because AI will to get caught in an endless fighter loop and won't build anything more.
Such step-by-step approach will make your construction_vehicles file bigger and require a quite a lot of planning and testing, though.

PS: this is just a suggestion, it not tested by me, so use it at your own risk
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  #35  
Old September 13th, 2004, 12:05 PM

tesco samoa tesco samoa is offline
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Default Re: Making Carriers and Fighters more usefull.

AT i am on at work now...

Next time your on send me a dangle...
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  #36  
Old September 14th, 2004, 12:36 AM
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Default Re: Making Carriers and Fighters more usefull.

Quote:
Imperator Fyron said:
Add 4 PDC cannons to each larger warship. Fighters fall in droves...
Patroclus was much to gentlemanly. I say "Balls!"

It's all a matter of how you use them and how many.
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  #37  
Old September 14th, 2004, 05:25 PM
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Default Re: Making Carriers and Fighters more usefull.

Quote:
Grandpa Kim said:
It's all a matter of how you use them and how many.
Of course. The point was that they are not the most powerful thing in the game...
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