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Old March 12th, 2001, 03:15 AM

jc173 jc173 is offline
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Default AI design and facility questions

I've been taking a look through the AI tech queues and design files. I've noticed that several races have weapons included on their designs like shield depleters or high energy discharge weapons, but they never research those areas. I didn't pay attention before and I'm still pretty new to the game, but does that mean those weapons will not show up on their designs?

Also I'm still running into the invalid index error everytime I try to modify the default facility construction file. I've tried to do this very carefully. I copy and paste the ability names from the facilities file which I have mostly left alone. And I've been sure the queue number entry matches the actual number of items and yet every time I get the invalid index crash. Is there some sort of rule for the facility queue that I missed reading about?

My third question/problem involves the AI duplicating multiuse components on ship designs. I made a component for a cyber synth interface ala David Weber's "Path of the Fury." (basically a cybernetic interface for the crew with an expert AI to assist them) The component gives offensive and defensive bonuses better than comparable gen. ECM and sensors; and it gives a combat movement bonus. The AI has been sticking two cyber synths on most ships, I'm assuming it's filling out the combat to hit defense and offense requirements. I don't suppose there's anyway to prevent the AI from doing this? I've thought about splitting the component into a offensive and defensive modules. Also the AI is using the synths on noncombatant ships. The problem with that is I deliberately made the synth modules pretty expensive and I'm worried that if it uses them willy nilly it's going to hurt its production rate and maintenance costs. I'm guessing the AI just looks for the biggest bonuses and lets the accountants worry about the costs?

I've currently tied the synth components to the high levels for computer tech, but I'm thinking about linking them to a different tech if their presence is going to screw up the AI. I'm not sure I want to use this as a human only tech because the components give a pretty hefty bonus and it would probably upset the gameplay balance. But it seems like I can't get the AI to use them responsibly.
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Old March 12th, 2001, 08:12 AM

God Emperor God Emperor is offline
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Default Re: AI design and facility questions

In answer to your first question, you are absolutely correct. The AI_DesignCreation and AI_Research files contain quite a few omissions and conflicts. I have put out a mod to fix some of them and will steadily update it as I identify more. I will do a cross check to see if I have picked up the problem you have identified - sounds familiar, but, when v1.27 came out, I started from scratch and am still finding items that I had fixed in v1.19.

With respect to their ships designs and research, if they dont research it (or obtain it by other means - eg Intelligence projects, race surrender etc), they cant pack them on their ships.

Regards,
God Emperor


[This message has been edited by God Emperor (edited 12 March 2001).]
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