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July 23rd, 2006, 04:39 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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AI Research Builder
At the request of Kwok (on IRC), I made a little program that will read in a mod's TechArea.txt file and allow you to construct a basic AI_Research.txt file. I figured I might as well share it with all.
The program requires the .NET framework, at least version 1.1. To use it, extract it into a mod folder (or the root SE4 folder) and run it. It is configured to read in the file in a Data folder. It will create the output file AI_Research.txt in the same folder as the exe, as you will likely want to review it first before adding it to a mod or race.
Note that it should be considered as beta, though it does seem to work perfectly for us at this point. Suggestions for improvement are welcome!
AI Research Builder 0.07
Edit:
I should also mention that it does not add levels of tech areas that will be provided by the "start level" setting. Thus, you will not see Ship Construction (1) in stock.
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July 23rd, 2006, 04:48 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: AI Research Builder
... Fyron made a .NET program???
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The Ed draws near! What dost thou deaux?
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July 23rd, 2006, 05:07 PM
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Shrapnel Fanatic
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Re: AI Research Builder
Don't worry, it is c++.
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July 23rd, 2006, 05:35 PM
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Shrapnel Fanatic
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Re: AI Research Builder
Fyrons first program.... One day we will look back upon this moment and say.... what was I thinking downloading that! Nice job Fyron, this might become a very helpful tool.
__________________
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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July 23rd, 2006, 05:39 PM
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National Security Advisor
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Location: Toronto, Canada
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Re: AI Research Builder
I have actually had Fyron and SJ each make a program. I ended up going with Fyron's because it was more of what I wanted for my application. It's a handy little program.
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July 23rd, 2006, 06:18 PM
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Shrapnel Fanatic
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Re: AI Research Builder
This is definitely not my first program.
I have uploaded a new version that will compress repeated levels of a tech area into a single research entry. Thus, if you have:
Ships 1
Ships 2
Ships 3
Physics 1
Ships 4
The research file will contain entries for:
Ships 3
Physics 1
Ships 4
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July 24th, 2006, 04:30 AM
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Brigadier General
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Re: AI Research Builder
Nice tool. I'd have some feature requests, but will save them for later when I have more time.
For now I recommend using 34 as the default value for Min Percent.
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July 24th, 2006, 04:39 AM
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Shrapnel Fanatic
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Re: AI Research Builder
Any particular reason for 34 over 25?
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July 24th, 2006, 09:31 AM
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National Security Advisor
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Re: AI Research Builder
I prefer 25 myself, particularly for the start of the game. However, 33 can have an advantage in that you can research a pre-req tech area and research the uncovered tech area fairly quickly after...
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July 24th, 2006, 03:18 PM
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Brigadier General
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Re: AI Research Builder
Quote:
Imperator Fyron said:
Any particular reason for 34 over 25?
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Yes, 34 makes a more focused research.
Quote:
33 can have an advantage in that you can research a pre-req tech area and research the uncovered tech area fairly quickly after...
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33 is no different compared to 25. The AI will research the same amount of projects at the same time.
3 projects at 33 only add up to 99, causing the AI to add a 4th project.
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