Theirs also another AI problem as once it evoles the star base it will want to build another one of the level 1 bases because it will think it was destroyed.
wut about putting a '-1' in the AI file to keep the AI from rebuilding the station...also you wont be able to build the station again...the construction wouldn't be able to build the starbase at all anyways....there is still a lot of work to make this doable
starfox1701;5159230Theirs also another AI problem as once it evoles the star base it will want to build another one of the level 1 bases because it will think it was destroyed.[/QUOTE]
[QUOTE=Cpt.BenSisko;5159432]wut about putting a '-1' in the AI file to keep the AI from rebuilding the station...also you wont be able to build the station again...the construction wouldn't be able to build the starbase at all anyways....there is still a lot of work to make this doable
Because if the human does something like blowing up the starbase (because it's the biggest threat) before being killed off by the AI's defensive fleet then the AI would be unable to rebuild.
If the AI was unable to build the station then looking at the debugging screen would show "NO PRODUCER" and the AI would just sit dormant.
You could theoretically work around this making excessively heavy and creative use of the tech levels system in the AI, for instance something along the lines of this:-
"fbase", 1,0, -1, -1, // starbase1 "fyard", 1,0, -1, -1, // yard1 "fscout", 1,0, 1, 2, // scout1 "fbase2", 1,0, -1, -3, // starbase2 "fyard2", 1,0, -1, -3, // yard2 "fscout2", 1,0, 1, 4, // scout2 That should work. In theory.
Note the scout is a single unit that can only be built once, setting the next tech level before you get to it. That should in theory work around the most serious issues, such as the AI building a replacement level 1 starbase as soon as you start upgrading the level 1 base to a level 2 base.
However, personally I wouldn't be happy developing an AI along these lines. I suspect you'll find trying to get the AI to do exactly what you want it to to be slightly frustrating.
this would work perfectly in fo shame that that mod isnt fully compatable for everyone (and there has been no new versions of their patch project for ages) but using tech that allows the next era to be built would is a good idea i'm just not sure if it can be dne perfectly because if the thing that allows it to be built gets destroyed then u gotta start agen
the Starfleet Kid;5159195....unless you used a blank sod/sprite for the evolve setting. Is that possible? [/QUOTE]
I don't know, I'm not very familiar with evolving. I think if you use a blank SOD, the starbase would "disappear" during the evolution progress.
[QUOTE=Freyr;5159542] Because if the human does something like blowing up the starbase (because it's the biggest threat) before being killed off by the AI's defensive fleet then the AI would be unable to rebuild.
It is easy to solve: make the station indestructible. I mean 999999999999 HP or something.
Well, i've spent some time thinking about this before. The way I had planned it for my mod was to have it as a research option and not change the base or anything. Simple click it and you now have access to a new construction ship and set of preliminary stations. Then the question still remains, when the AI reaches the point where they can upgrade an era, will they? or will they just stay fixed in the tmp era?
This is also a great way to control the techtree. For example if someone wants to play the mod only in the tmp era, a tech file called tmp could be created where nothing tos is avaliable except for what you start with, and the upgrade is offered for free at the beginning of the game. The problem once again is whether or not the ai would sit around and do nothing, or actually use the upgrade and get to work destroying you?
I think the the blank sod will be invisible and show the station/ship thats evolving.... and as far as the evolving goes...the game was designed with evolving in mind..so as long as the tech prerequisites are fulfilled and there are sufficient resources available...the AI might not 'break' and the game should progress as its written....again, in theory.
Ehhh... The evolver-thing doesn't work. Not with stations anyway. I tried it out but the game always crashes when I try to place the station. I can't see any problem with the ODF, so I have to think that #include station.odf and classLabel = evolver simply don't fit together. It is possible that I'm an idiot and that's why it doesn't work so someone else shpuld check it out as well... The other possibility to make the station to a ship with 0 movement abilities. The problem is: the station won't be able to build anything.
It should be able to, the species mothership is classed as a ship and it can build. I can also think of at least a couple examples in A2 mods where mobile ships are build capable off the top of my head.
True one of my fist odf mods was taking deamons prometheus and seting it up to fuse into the saucer peice and then having it build the other two parts and having all of fuse back into the complete ship.