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  #1  
Old March 20th, 2004, 05:47 PM
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Default AI Tag

Anyone used this?

I want to insure AI uses engines in a MOD (Full tech they do not ATM).

Is there a tutotrial that explains them somewhere? Me no find one
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  #2  
Old March 20th, 2004, 06:30 PM
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Default Re: AI Tag

Add one of them to the component, call for that ability as a misc ability just as you would with any other ability. Set required engines and all that to 0, so that the game will not add any engines except through the use of the AI tag.
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  #3  
Old March 20th, 2004, 11:22 PM
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Default Re: AI Tag

Interesting: No requirement in B5 for engines, just a min/max requirement for speed.


24 different types of engines in B5. 6 classes of 4 levels. Gonna try for a generic engine tag.

[ March 20, 2004, 21:51: Message edited by: pathfinder ]
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Old March 21st, 2004, 02:17 AM
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Default Re: AI Tag

I have used them Pathfinder.

I gave the Structural Intigrity Field an AI Tag ability then in the Design Creation files I added the requirement for that AI tag to all designs. Now those designs all use the SIF component.
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Old March 21st, 2004, 04:04 AM

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Default Re: AI Tag

I noticed that in the Version of the mod I have the AI would stop adding engines to its AI design creation at a certain point. I think I found the problem. It was the Jump Gate components. When I deleted them the AI started adding engines. I think that the Jump Gate component�s 50 �Standard Ship Movement� point ability is causing the AI problem.
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Old March 21st, 2004, 04:20 AM
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Default Re: AI Tag

Quote:
Originally posted by TNZ:
I noticed that in the Version of the mod I have the AI would stop adding engines to its AI design creation at a certain point. I think I found the problem. It was the Jump Gate components. When I deleted them the AI started adding engines. I think that the Jump Gate component�s 50 �Standard Ship Movement� point ability is causing the AI problem.
Hmmmm...ok. I'll fiddle with that. Shame, but with warp points open,no real need I guess.
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Old March 21st, 2004, 04:23 AM
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Default Re: AI Tag

AI tags will get around the jump gate issue nicely.
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  #8  
Old March 21st, 2004, 04:34 AM
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Default Re: AI Tag

Quote:
Originally posted by Imperator Fyron:
AI tags will get around the jump gate issue nicely.
They weren't in the B5 MOD or at least I couldn't get them to work.

Taking "standard movement" from the jumpgates did work. Don't know what effect that will have on the jumpgates....never deployed them in any game I have played.
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  #9  
Old March 21st, 2004, 04:48 AM
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Default Re: AI Tag

You have to use the latest gold Version of SE4 to have access to stuff like AI Tag 01 and such... otherwise, you have to use dummy, non-working abilities such as the resource generation ones as ability tags. Either way works exactly the same.
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  #10  
Old March 21st, 2004, 04:52 AM
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Default Re: AI Tag

Quote:
Originally posted by Imperator Fyron:
You have to use the latest gold Version of SE4 to have access to stuff like AI Tag 01 and such... otherwise, you have to use dummy, non-working abilities such as the resource generation ones as ability tags. Either way works exactly the same.
Using 1.91 Gold

Guess I'm not quite using the tags correctly. I had a bear of time setting up those non-productive abilities for the armor in B5 way back when...
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