Federation AI? -1 reply

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KaBoom1701

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10th April 2004

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#1 13 years ago

Why does the federation AI build a trading station? And dose the AI actually use it?




Major A Payne

The 6th Day

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7th August 2002

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#2 13 years ago

To my knowledge KaBoom, the AI doesn't use the trade station. Theres also a few other things as well that aren't used such as the Borg Transwarp station. As far as I know, the AI also uses special weapons whether they are researched or not, if the AIPs are set up to ignore the tech tree files.




KaBoom1701

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#3 13 years ago

I've put this in all my AIP files so the AI should follow the techtree: // This aip needs to play by the rules int checkTechnologyAvailable = 1; Sounds like I can delect the trade station and free up some reasurces to tweak the AI even futher. I'm still having one small problem though. The folllowing is my fed set up for the beginning. Now matter what I do the AI only builds 2 fdestroy - Defiants. I can't figure out why? // // Phase I. Base & Yard // "fbase", 1,0, -1, 1, // starbase "fconst", 1,0, -1, 0, // construction ship "fconst", 1,0, -1, 0, // second construction ship "fscout", 1,0, -1, 0, // scout "fyard", 1,0, -1, 0, // basic shipyard "fresear", 1,0, -1, 0, // basic research "fmining", 1,1, -1, 0, // mining stations "fdestroy", 3,0, 2, 0, // Defiant "fdestroy2", 2,0, 2, -1, // Sabre "ffreight", 2,1, -1, 0, // mining freighter - two freighters for each station "fturret", 1,1, 4, -3, // basic mining defense "forbital", 1,1, -1, 0, // build an orbital station "fcolony", 1,0, 4, -3, // colony ship "fdestroy", 2,0, 2, -1, // Defiant "fturret", 1,1, 4, -3, // basic mining defense




AdmarilRyan

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16th May 2005

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#4 13 years ago

The Ai gets latinum from the trade station via the frengie but I don't think it spends it on anything. It does allow a player to send the Ai resources that it needs though.




AdmarilRyan

I'm not crazy... Not always

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#5 13 years ago

The Ai gets latinum from the trade station via the frengie but I don't think it spends it on anything. It does allow a player to send the Ai resources that it needs though. as for your AI file it seems correct, the obvious errors hmm... could be a random bug. When I have abug like this I go back to a point I know the Ai worked to and add one line at a a time till I have got rid of the bug. Takes time but it is the only sure way.




kel333

IWL: Klingon Defense Force

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10th June 2005

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#6 13 years ago
KaBoom1701I'm still having one small problem though. The folllowing is my fed set up for the beginning. Now matter what I do the AI only builds 2 fdestroy - Defiants. I can't figure out why? "fdestroy", 3,0, 2, 0, // Defiant "fdestroy", 2,0, 2, -1, // Defiant

My guess is, the first line confuses the AI because you tell it a max of 2 can be built but you ask it for 3 from that line, so it prolly ignores it and only executes the second line. Qapla.




KaBoom1701

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#7 13 years ago

The third number is how many times to repeat the line if the odf from the line is destroyed for example this is a line in the file:

"fdestroy", 2, 0, 2, 0, // Defiant

The AI will build two Defiant Class ships and then if one of them are destroyed it will replace it with another one meaning that in total the AI can build four Defiant Class ships.

If the number –1 is there the will replace it an unlimited number of times which is why the starter units are on the list.

The next column I will come back to.

The AI moves on to the next line when it has started all of the line above. Look at this extract:

"fturret2", 3,0, -1, 0, // torpedo turret

"ffrigate", 1,0, -1, -4, // Aegean

If you have 3 construction ships and an advanced shipyard the AI will start the turrets and then start the Aegean so the AI doesn’t have to wait for the line above to be finished.

"fbattle", 4,0, -1, 0, // Sovereign

"fcruise2", 2,0, -1, 0, // Steamrunner (Artillery)

Suppose the Al has 2 of each type of shipyard it will start building 2 of the sovereigns but as it hasn’t started all of the line it can’t move onto the next line. This means the standard shipyards are left doing nothing slowing down the AIs fleet building.

This is a way round this

"fbattle", 2,0, -1, 0, // Sovereign

"fcruise2", 2,0, -1, 0, // Steamrunner (Artillery)

"fbattle", 2,0, -1, 0, // Sovereign

The AI will start two sovereigns then two Steamrunners and when there is space at the advanced shipyards the other two are built (if the AI has enough resources…)




kel333

IWL: Klingon Defense Force

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#8 13 years ago

Okay, I think you're right on with all but one part... You may slap me if I'm wrong, (I think the tutorial agrees with you) but my testing indicates the 3rd number is the -Total number from this line- that will be built, not the -Total times this line will execute-. In other words, "fdestroy", 3,0, 2, 0, // Defiant Calls for 3 to be built, but only a maximum of 2 can be. "fdestroy", 2,0, 2, -1, // Defiant In this case, -1 calls for infinite rebuilds of the 2 destroyer pair. Again, I could be wrong, (I'm still new to all this) but I tested this quite thoroughly when I was redoing the AI for my game.




Flash525

The Carbon Comrade

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14th July 2004

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#9 13 years ago

Something else the AI do not use (to my knowlege) are Cargo Ships & the Utranium Burst (on the Diamond).




KaBoom1701

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#10 13 years ago

Seems it doesen't like the fed super station as well.................