.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old October 26th, 2002, 06:38 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default AI questions for the \'Masters\' out there

A couple of quick questions for any AI gurus out there:

1 - Can you make the AI reverse engineer captured ships?

2 - Can you force the AI to research Ruins techs by including them in their Research? From my understanding, if you put something in there that can't yet research they skip it and go to the next item on the list, but as the research slots open up they will wind up researching it, yes?

This next one isn't so much AI, but component related, but being used to effect the AI:

3 - Can you make a colony class component that doesn't allow colonization? So a ship can require the '50%' colony module space and will take these non-colonizable colony modules.

Thanks - in advance - for any and all input
Reply With Quote
  #2  
Old October 26th, 2002, 07:33 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: AI questions for the \'Masters\' out there

1) No
2) Certainly!
3) No. However, there is probably a way around it. What exactly are you trying to do there?
Reply With Quote
  #3  
Old October 26th, 2002, 07:49 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: AI questions for the \'Masters\' out there

1- Damn
2- Thought so.
3- I have thought of a way around it, basically, wanted to make component requirements for ship types to force Nomad resource ships to have resource gathering components (kinda like Colony ships requiring a percentage of Colony Modules). I was thinking of making the nomad shipset only require a bridge and crew quarters (or LS) the crew quarters would be a bit larger and double as LS and CQ in the description and just require more of that component for Nomad ships. Then require the LS component on the resorce ships and make the resource component have the LS ability.
Reply With Quote
  #4  
Old October 26th, 2002, 08:04 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: AI questions for the \'Masters\' out there

You could also make the resource gathering components reduce maintenance, and be one-per-vehicle...
Then your resource gathering ship could be based on any hull.
Reply With Quote
  #5  
Old October 26th, 2002, 08:12 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: AI questions for the \'Masters\' out there

Also a good valid idea. Thanks SJ!
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:59 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.