Running into a problem with AI -1 reply

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NX01

The Internet ends at GF

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9th December 2002

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#1 15 years ago

I'm currently working on a TC mod. I've just finished the federation side. When I tryed testing in instant action, the oponent I was facing was also federation. However, they did NOTHING. They just stood there and didn't build anything. And it's only the federation AI that's screwed up. The others work fine.

Any one have any ideas what could be wrong? If yo need more information, tell me what you need and I'll post it.

Thanks




Major A Payne

The 6th Day

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7th August 2002

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#2 15 years ago

Your best bet is to check dependancies for units. Its possible your AI is attempting to build something which it needs something else to be constructed or researched beforehand: For example. In the default AIP's the federation Defiant class cannot be built without the standard shipyard being constructed first (freetech gametype). Its quite possible this might be your problem. Its also something that even the best modder in the community can make the mistake of not checking.

Also something else to consider. If you look at the very top of your AIP files check for this:

// This aip needs to play by the rules int checkTechnologyAvailable = 1;

if this is present then the AI MUST use the technology tree for research purposes. If you change the "1" to a "0" then it'll disable this, and then its just down to dependancies for the shipyards and construction vessels (a tip here would be to remember what your construction ships and shipyards/starbases build. Using a "0" can also allow you to build ships from their designated shipyard without the need to research any special weapons).




NX01

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9th December 2002

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#3 15 years ago

Ok.

I think I understand what you mean. I don't know about the campaigns and if the fed AI works, but in terms of the instant action, what AI files will I need to look at or change? Does this involve tech trees?

Thanks




NX01

The Internet ends at GF

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9th December 2002

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#4 15 years ago

Well, my mod in terms for the federation side is done. The only problem is this AI crap. Can some one give me a basic run down of how to edit the AIP files please. :feedback: :cool: ;)

Thanks

NX01




NX01

The Internet ends at GF

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9th December 2002

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143 Posts

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#5 15 years ago

Major A PayneYour best bet is to check dependancies for units. Its possible your AI is attempting to build something which it needs something else to be constructed or researched beforehand: For example. In the default AIP's the federation Defiant class cannot be built without the standard shipyard being constructed first (freetech gametype). Its quite possible this might be your problem. Its also something that even the best modder in the community can make the mistake of not checking.

Also something else to consider. If you look at the very top of your AIP files check for this:

// This aip needs to play by the rules int checkTechnologyAvailable = 1;

if this is present then the AI MUST use the technology tree for research purposes. If you change the "1" to a "0" then it'll disable this, and then its just down to dependancies for the shipyards and construction vessels (a tip here would be to remember what your construction ships and shipyards/starbases build. Using a "0" can also allow you to build ships from their designated shipyard without the need to research any special weapons).

Ok Major Payne,

I've checked the unit dependancies and they are correct. I've editied my mod so the only thing that I need to do to the AI files is add ships for the AI to build (which I have done.) The only thing that happens now is thethe enterprise explores the area around the AI's base. (I made the enterprise the standard start unit in instant action). The construction ships still sit and do nothing tho.

I've also tryed with both 1 and 0 in this line:

// This aip needs to play by the rules int checkTechnologyAvailable = 1;

:notworking:

Anything else to try?

Thanks