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  #1  
Old May 19th, 2004, 04:13 PM
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Ragnarok-X Ragnarok-X is offline
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Default Modding: How to tell the AI to handle QNP-System

Hi everyone.
Im wondering how i could tell the AI to handle a propulsion system based on QNP. Right now i have engines with have a power of 2, 3, 4, 5, 7, 9, 11.
I made all ships to need approx 1 engine for each 50 kT to get a movement point. I thought the best solution would be to create one designcreation for each hull size, just to make sure the "minimun engines" setting is okay. Unfortunally this value is based on the engine with a power of 2. So early on ships are rather slow (2-3), though like they are supposed to be.
But later on, as tech advances, the AI will still add the same amount of engines, but those engines are far superior, and so the ships move with like 10 sectors per turn. To make it even worse, my engines dont store supply and INCREASE supply need. So in fact the AI constructs super-fast ships which deplete fuel like there is nothing else. Im just talking about minimum engines settings, to make it EVEN worse, sometimes more engines get placed due to the maximum engines settings (which is okay early game)

I need help handling this, i want the AI to design ships which are just as fast or slightly faster than ships which have one or two tech levels of propulsion more. Unfortunally i dont see a way to achieve this.

please help! thanks
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Old May 19th, 2004, 05:24 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Modding: How to tell the AI to handle QNP-System

As SE 4 works now (and forever more, apparently) you must make a specific design for each hull size with an 'engines required' setting high enough to give adequate speed. This results in hugely bloated ai_designcreation files, but there is just no other way to do it.
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Old May 19th, 2004, 06:00 PM
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Default Re: Modding: How to tell the AI to handle QNP-System

So you want AI to reduce amount of engines placed on the ship with propulsion tech advancement? Or what?
To compensate the supply overburn make alot of levels of supply storages (see Adamant's reactors for example).
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Old May 19th, 2004, 06:14 PM
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Default Re: Modding: How to tell the AI to handle QNP-System

Quote:
Originally posted by Baron Munchausen:
As SE 4 works now (and forever more, apparently) you must make a specific design for each hull size with an 'engines required' setting high enough to give adequate speed. This results in hugely bloated ai_designcreation files, but there is just no other way to do it.
Negatory.
Check out P&N, or use the AIpatcher available from the same page.
http://imagemodserver.mine.nu/other/...irates&nomads/

All you need to do is add standard movement into the desired abilities list near the bottom of the design, and set it to however many per KT of ship you like.

Works great for all the small ships (ES-BB or so) for the biggest ships, you probably want less engines and more guns/shields to go planet stomping with.

[ May 19, 2004, 17:15: Message edited by: Suicide Junkie ]
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Old May 19th, 2004, 06:49 PM
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Default Re: Modding: How to tell the AI to handle QNP-System

I guess that initial question was different - how to make AI to design Frigates (for example) with same or slightly better amount of movement in early, mid and late game stages.
I think the only solution will be to use Misc Ability SPO instead of Minimum/Desired Speed (as SJ said), coupled with engine mounts.
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Old May 19th, 2004, 06:49 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: Modding: How to tell the AI to handle QNP-System

Quote:
Originally posted by aiken:
So you want AI to reduce amount of engines placed on the ship with propulsion tech advancement? Or what?
Yep, that would be a way to fix my problem (low tech ships slightly to slow while mid and endgame tech ships are way to fast)


Quote:
Originally posted by aiken:
To compensate the supply overburn make alot of levels of supply storages (see Adamant's reactors for example).
there are different ways on how to handle it. The main problem is the number of engines. Early on its okay to place 6 or 8 engines with require a supply amount of 10 each. Later on the AI will place 8 engines which require 35 supply per turn, + a hyperdrive generator which takes another 35. see the problem ? I dont want ships to have like a zillion supply storage

[ May 19, 2004, 17:51: Message edited by: Ragnarok-X ]
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Old May 19th, 2004, 06:51 PM
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Default Re: Modding: How to tell the AI to handle QNP-System

Quote:
Originally posted by Ragnarok-X:
quote:
Originally posted by aiken:
So you want AI to reduce amount of engines placed on the ship with propulsion tech advancement? Or what?
Yeah, that would at least be a solution.
See my previous post.

[ May 19, 2004, 17:56: Message edited by: aiken ]
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Old May 19th, 2004, 07:16 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Modding: How to tell the AI to handle QNP-System

Quote:
Originally posted by aiken:
I guess that initial question was different - how to make AI to design Frigates (for example) with same or slightly better amount of movement in early, mid and late game stages.
I think the only solution will be to use Misc Ability SPO instead of Minimum/Desired Speed (as SJ said), coupled with engine mounts.
Er, min/desired speed should be used with mQNP, and Misc abilities should be used with regular QNP.
You can mix them a bit to change the design's speed for different hull sizes, though.
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