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  #1  
Old August 22nd, 2001, 08:44 PM

tesco samoa tesco samoa is offline
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Default Ai Research .txt and Unique Techs

In the mod that I have created I have 8 unique techs that must be found. 2 of them have research levels associatied with them ( one 12 and the other 14 ).

If you do not mention them in the AI research file will the AI research them ???

And if you do mention them how do you do it without any wierd things happening ?

Another question if you leave out the research file what will the race research strag. be ?

Thanks for your replys in advance
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  #2  
Old August 22nd, 2001, 09:32 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Ai Research .txt and Unique Techs

quote:
If you do not mention them in the AI research file will the AI research them ???

And if you do mention them how do you do it without any wierd things happening ?

Another question if you leave out the research file what will the race research strag. be ?
If you do not mention something in the research file, AIs will not research it.

One notable exception is mines. When an AI runs into a minefield, Mines research is automatically added to the research queue.

If you indicate that the AI should research a tech, I am pretty sure they will ignore it until the tech area is available. You may find that the AI will go off on a tangent to research the discovered tech.

If you leave out the research.txt file, It may default to one of the research paths from the AI folder.
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Old August 23rd, 2001, 03:12 PM

tesco samoa tesco samoa is offline
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Default Re: Ai Research .txt and Unique Techs

Now what happens if I mention eveything. like in this file???? This is every item that can be reasearched

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Old August 23rd, 2001, 07:03 PM

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Default Re: Ai Research .txt and Unique Techs

Err, crud. I'm wanting to move Mine Sweepers into a seperate tech area. But when the AI hits mines, it will research mines.. and not get the sweepers!

Guess I better fudge. I suppose to easiest- abet a bit confusing for a human player- would be to switch the names. Or call it Mines and Explosive Mines..

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Old August 24th, 2001, 04:04 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Ai Research .txt and Unique Techs

quote:
Originally posted by Phoenix-D:
Err, crud. I'm wanting to move Mine Sweepers into a seperate tech area. But when the AI hits mines, it will research mines.. and not get the sweepers!

Guess I better fudge. I suppose to easiest- abet a bit confusing for a human player- would be to switch the names. Or call it Mines and Explosive Mines..

Phoenix-D



Try it and see if it works. I've put sweepers in a seperate (cheaper) tech field in my personal mod. I've setup all the AIs to research it fairly early so I'm not sure if they would respond properly when hitting mines or not, but they do build sweepers. You can just set it up and then start a game and look to see if the AI assumes that "mines" are what it has to research or if it looks up what it needs to get sweepers.
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  #6  
Old August 24th, 2001, 02:43 PM

tesco samoa tesco samoa is offline
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Default Re: Ai Research .txt and Unique Techs

Now that I am beginning to understand the ai research file I must say that it is/was a good way of setting up the research path.

I now see why the Rage are a hard race to fight. And the Pyrochette AI research file is well written.

Hats off to those AI developers and all others that are not mentioned in this thread.

And a hats off to the TDM-Mod pack people for gathering it all and making it work.

I am learning.

Thank you all.

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  #7  
Old August 25th, 2001, 05:25 PM

tesco samoa tesco samoa is offline
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Default Re: Ai Research .txt and Unique Techs

That default text works. And to alter any of the races I just add it on to their reseach tracts at the right places. That way all my modded research gets completed by the computer.

Now to get going on what they build on their planets

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