AI modding -1 reply

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Kualan

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25th October 2008

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#1 14 years ago

Do you think Ai suck do you want ai to fight better do you want ai in your mod to be worth a fight well if you do just talk to me...fed ai beat me agin whith 30 ships o man not agin...(brb):deal:




Twitch1

The Borg will rock your world!

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4th December 2003

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#2 14 years ago

It would be a good idea that you upload to Armada2 Files so others can try out your modifications. fing02.gif




Kualan

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#3 14 years ago

ok how do you do that exactly because i dont know...long live borg Ai:assimilate: :assimilate: you will be assimilated by the borg ai....:)




Twitch1

The Borg will rock your world!

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#4 14 years ago

Go to http://armada2.filefront.com/ and click on "submit files" Follow the requirements and have a readme file and zip all your files together. Describe in the readme what the person downloading your files should do for proper install and what the mod is about.

Are you at the point where you have all races' AI modded? If not wait till you can upload all as having just one modded race AI will unbalance the game.

I am looking forward to trying your files for sure. Flashs_Ship_movie.gif




Kualan

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#5 14 years ago

:confused: now how do i do that zip it up.I'm knot very good this kind of thing i spent well last couple working on the ai not mod thoe i have made fed turret 2 fire quantoms:) if you have a way i could down load to your computer i could down load it,so you cant try it....ps i only finish dominion fed cards klings borg breen=dominion war;) he he he!also if you no any moder who want ai help just ask im to busy just trying to figuer out how to zip it and the like of that:( .It would make a exelent traing program...my ai mod includes ai fast building,rushing,over whelming,fast pase-my personel mod not very new just inf energy(borg for exp got unlimited holding beam,coop ,bewtween,ai planning attack,borg domination...(and i cant spell:( )long rang attack,heavy ships,fighter squadren-small ship like definets-to use them just copy and past switch them whith the ai file already there also you would need diffrent version for diffrent games i got dominion war 1.2 lol so diffrent mod version i have to creat new files(dominion vs borg whith cards:lot of cubes bug ships)also pls copy this over all your borg ai files( but borg build list )they should builld 50 times better now,but i still need work on them i dont use them alot if you want thoe i could keep chang them and posting them hear,i got my skill online fighting the ai they do a good jop = ihad a virus so had to restart my file but another month there all be finish.... // // Phase I. Base & Yard //

"bbase", 1,0, -1, 1, // first base "bconst", 1,0, -1, 0, // we only need one at first "bmining", 1,1, -1, 0, // two mining facilities "bmining", 1,1, -1, 0, // two mining facilities "bmining", 1,1, -1, 0, // two mining facilities "byard", 1,0, -1, 1, // first shipyard "byard", 1,0, -1, 1, // first shipyard "byard", 1,0, -1, 1, // first shipyard "byard", 1,0, -1, 1, // first shipyard "byard", 1,0, -1, 1, // first shipyard "bresear", 1,0, -1, -2, // time to research "bdestroy", 5,0, -1, -3, // basic base defense "bfreight", 2,0, -1, 0, // and two freighters for each "bfreight", 2,0, -1, 0, // and two freighters for each "bdestroy", 5,0, -1, -2, // basic base defense "bdestroy", 5,0, -1, -3, // basic base defense "bturret", 1,1, -1, 0, // defend the mining stations "bturret", 5,0, -1, 0, // defend the mining stations ""bturret", 5,0, -1, 0, // defend the mining stations "bturret", 5,0, -1, 0, // defend the mining stations "bfreight", 2,0, -1, 0, "bturret", 5,1, -1, 0, // defend the mining stations "bturret", 5,1, -1, 0, // defend the mining stations "borpod1", 1,0, -1, 0, // assimilator for "borpod4", 1,0,-1, 0, // Transwarp drive thingy "borpod5", 1,0, -1, 0, // tachyon grid for scouts instead "bdestroy", 5,0, -1, -3, // basic base defense "borpod3", 1,0, -1, 0, // Regeneration (Sphere) // // Phase II. Research- // "bcolony", 1,0, -1, 0, // colony ship "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bresear2", 1,0, -1, 4, // advanced research station "bturret", 5,0, -1, 0, // defend the main base "bturret", 5,0, -1, 0, // defend the main base "bcruise1", 2,0, -1, -6, // the assimilators we build "bcruise2", 2,0, -1, -6, // the assimilators we build "bturret", 5,0, -1, 0, // defend the main base "bturret", 1,0, -1, 0, // defend the main base "borpod5", 1,0, -1, 0, // tachyon grid for scouts instead "byard2", 1,0, -1, 3, // time to get jiggy with it // of sensor arrays "byard2", 1,0, -1, 3, // time to get jiggy with it "bcruise1", 2,0, -1, -4, // the assimilators we build "bcruise2", 2,0, -1, -4, // the assimilators we build "byard2", 1,0, -1, 3, // time to get jiggy with it "borpod2", 1,0, -1, 0, // holding beam "borpod16", 1,0, -1, 0, // frigate special weapon energy recharge "borpod4", 1,0,-1, 0, // Transwarp drive thingy "bbattle1", 5,0, -1, -5, "bcruise1", 2,0, -1, -6, // the assimilators we build "brecycle", 1,0, -1, 0, // recycler "bcruise2", 2,0, -1, -6, // the assimilators we build "bbattle1", 5,0, -1, -5, "bfreight", 1,0, -1, 0, // and two freighters for each "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship // // Phase III. Advanced Shipyard //

"bfrigate", 2,0, -1, -5, // frigate "bfrigate", 2,0, -1, -5, // frigate "bfrigate", 2,0, -1, -5, // frigate "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "bfrigate", 2,0, -1, -5, // frigate "bturret", 1,0, -1, 0, // defend the main base "bfrigate", 2,0, -1, -6, // frigate "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "bfrigate", 2,0, -1, -6, // frigate // // Phase IV. Advanced Research // "borpod8", 1,0, -1, 0, // nanites "borpod7", 1,0, -1, 0, // computer override "borpod6", 1,0, -1, 0, // shield remodulation "bupgrade", 1,0, -1, 5, // ship upgrade station "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "bcruise3", 2,0, -1, 0, // harbingers (artillery ships) "bassault", 2,0, -1, -5, // assault ship "bspecial", 5,0, -1, 0, "bbattle1", 5,0, -1, -5, "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "btechass", 1,0, -1, 0, // technology assimilator "bbattle1", 5,0, -1, -5, "bbattle1", 5,0, -1, -5, "bbattle1", 5,0, -1, -5, "bbattle2", 5,0, -1, -5, "bbattle1", 5,0, -1, -5, "bspecial", 5,0, -1, 0, "borpod9", 1,0, -1, 0, // ultritium burst "bcruise3", 5,0, -1, 0, // harbingers (artillery ships) "bassault",5,0, -1, -5, // assault ship "bspecial", 1,0, -1, 0, "bbattle1", 5,0, -1, -5, "bspecial", 5,0, -1, 0, "bspecial", 5,0, -1, 0, "bcruise3", 5,0, -1, 0, // harbingers (artillery ships) "bcruise3", 5,0, -1, 0, // harbingers (artillery ships) "bcruise3", 2,0, -1, 0, // harbingers (artillery ships) "bassault", 2,0, -1, -5, // assault ship "bspecial", 1,0, -1, 0, "bbattle1", 5,0, -1, -5, "bbattle2", 5,0, -1, -5, "borpod8", 1,0, -1, 0, // nanites "borpod7", 1,0, -1, 0, // computer override "borpod6", 1,0, -1, 0, // shield remodulation "bassault", 5,0, -1, -5, // assault ship "bspecial", 1,0, -1, 0, "bbattle1", 2,0, -1, -5, "bassault", 5,0, -1, -5, // assault ship "borpod7", 1,0, -1, 0, // computer override "bsuperbl", 1,0, -1, 0, "borpod6", 1,0, -1, 0, // shield remodulation

// // Phase V. Ship Upgrade //

"bconst", 1,0, -1, 0, // we only need one at first "bupgrade", 1,0, -1, 5, // ship upgrade station "bbattle2", 2,0, -1, -5, "borpod2", 1,0, -1, 0, // holding beam "bbattle2", 1,0, -1, -5, "bbase", 1,1, -1, 0, // more drones! "bbattle2", 1,0, -1, 0, "borpod11", 1,0, -1, 0, // weapon upgrade level 2 "bbattle2", 1,0, -1, 0, "borpod12", 1,0, -1, 0, // shield upgrade level 2 "bbattle2", 1,0, -1, 0, "borpod13", 1,0, -1, 0, // sensor upgrade level 2 "bbattle2", 1,0, -1, 0, "borpod14", 1,0, -1, 0, // engine upgrade level 2 "bbattle2", 1,0, -1, -5, "borpod15", 1,0, -1, 0, // life support upgrade level 2

// // Phase VI. Fusion //

"bconst", 1,0, -1, 0, // we only need one at first "bhub", 1,0, -1, 0, // Collective Hub=> fusion

"byard3", 1,0, -1, 0, "bbattle5", 1,0, -1, 0, // Fusion Cube "bbattle6", 1,0, -1, 0, // Tactial Fusion Cube

"borpod21", 1,0, -1, 0, // weapon upgrade level 3 // "bbattle3", 1,0, -1, 0, // "bbattle4", 1,0, -1, 0,

"borpod22", 1,0, -1, 0, // shield upgrade level 3 // "bbattle3", 1,0, -1, 0, // "bbattle4", 1,0, -1, 0,

"borpod23", 1,0, -1, 0, // sensor upgrade level 3 // "bbattle3", 1,0, -1, 0, // "bbattle4", 1,0, -1, 0,

"borpod24", 1,0, -1, 0, // engine upgrade level 3 "borpod25", 1,0, -1, 0, // life support upgrade level 3 "bbattle2", 100,0, -1, 0, "bassault", 100,0, -1, 0, };




Kualan

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25th October 2008

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#6 14 years ago

ok here how to install the ai files: go to my computer program files Activision what ever you do find Activision star trek armada 2 ai aip then find the all the borg files borg_instant_action_build_list, borg_defensive_list, borg_endgame_list,borg_offensive_list then open them they should look like this// // Borg_Build_List.aip // // Contains a default build list for the klingon AI // // edited by the Nord

// Load up the basic structures... #include "aipdef.h"

// This aip needs to play by the rules int checkTechnologyAvailable = 0;

///////////////////////////////////////////////////////////////////// // III. Evaluated/execute goal counts // // Used to specify how many of each goal type to evaluate and how // many to execute. Small counts increase performance, but decrease // intelligence. // NOTE: The MAX_EXEC numbers have positive values that should not exceed 1000; // NOTE: You can 'turn off' goals by specifying a MAX_EXEC count of 0 // or limit the goals executed by specifying a smaller number.

// ATTACK BASE goals // NOTE: If this value is set to 1, only the one highest priority enemy base will ever be // attacked at a given time. // NOTE: If this value is set to 'n', at most the 'n' highest priority enemy bases will // ever be attacked at a given time. // NOTE: If this value is set to 0, no enemy bases will be attacked. // int MAX_EXEC_ATTACK_BASE = 3;

// ATTACK goals // NOTE: If this value is set to 1, only the one highest priority grid // with enemy in it willbe attacked at a time // NOTE: If this value is set to 'n', at most the 'n' highest priority grids // with enemy will be attacked at a given time. // NOTE: If this value is set to 0, no grids with enemy units will be attacked. // int MAX_EXEC_ATTACK = 3;

// DEFEND goals // NOTE: If this value is set to 1, only the one highest priority base will be defended // at a time. // NOTE: If this value is set to 'n', only the 'n' highest priority bases will be // defended at a given time. // NOTE: If this value is set to 0, none of your bases will be defended. // int MAX_EXEC_DEFEND = 2;

// ESCORT goals // NOTE: If this value is set to 1, only the one highest priority escortable ship // will be escorted at a time. // NOTE: If this value is set to 'n', at most the 'n' highest priority escortable ships // will be defended at a given time. // NOTE: If this value is set to 0, none of your ships will be escorted. // int MAX_EXEC_ESCORT = 0;

// EXPLORE goals // NOTE: If this value is set to 1, only the one highest priority unexplored grid // square will be explored at a time. // NOTE: If this value is set to 'n', at most the 'n' highest priority unexplored grid // cells will be explored at a given time. // NOTE: If this value is set to 0, none of your ships will be escorted. // int MAX_EXEC_EXPLORE = 2;

// RESOURCE goals // NOTE: If this value is set to 1, only the one highest priority grid cell with moons // will be defended at a time. // NOTE: If this value is set to 'n', at most the 'n' highest priority grid cells // with mooons will be defended at a given time. // NOTE: If this value is set to 0, none of your grid cells with moons will be defended. // int MAX_EXEC_RESOURCE = 1;

// NOTE: DO NOT change MAX_EVAL_ values. int MAX_EVAL_ATTACK_BASE = 20; int MAX_EVAL_ATTACK = 20; int MAX_EVAL_DEFEND = 10; int MAX_EVAL_ESCORT = 10; int MAX_EVAL_EXPLORE = 10; int MAX_EVAL_RESOURCE = 10;

// PRIORITIES OF DIFFERENT GOALS & FACTORS int attack_troops_priority = 100000; int attack_region_priority = 1000; int defend_priority = 10000;

// Weight for attacking enemies base int attack_enemy_base_priority = 100000;

// How much do we want to explore int exploration_priority = 90000; // Penalty per failure to reach an exploration cell int explorationFailurePenalty = 50000;

// Global value for scripted p's int scripted_priority = 1;

// How important to defend the perimeter int perimeter_priority = 1000;

// Priority assigned to a cell with resources int resource_priority = 10000;

// How important to escort a unit int escort_priority = 200;

// TROOP COMMITMENT PARAMETERS double min_matching_force_ratio = 1.0;

// Forces requried for individual Goal types

// How much force to use for escorting int min_escort_force = 0; int max_escort_force = 0; int min_perimeter_force = 0; int max_perimeter_force = 0; int max_defense_force = 0; int min_defense_force = 0; int min_exploration_force = 0; int max_exploration_force = 0; int min_attack_force = 8; int max_attack_force = 16;

// RELAXATION OF THREATS

// Iteration for relaxing grid borders int relaxation_cycles = 1;

// Relaxation bleedover double relaxation_coefficient = 0.5;

// STRATEGY UPKEEP VARIABLES // How long to wait before recomputing // the strategy int recompute_strategy_period = 300;

// RAW BID MODIFIERS int max_danger_raw_bonus = 10; double danger_diminishment = 1; int max_threat_raw_bonus = 10; int distance_from_home_priority_modifier = -300; int distance_from_enemy_priority_modifier = 10; int threat_proximity_modifier = 10; int human_target_raw_bonus = 200; int max_misc_bid_bonus = 600; int persistence_modifier = 100;

// MATCH BID MODIFIERS double distance_from_goal_match_modifier = -0.5;

// PATROL CONTROL int patrol_one_in_n = 10;

///////////////////////////////////////////////////////////////////// // Resource Tendencies: ///////////////////////////////////////////////////////////////////// // Priority for this AIP to build each type of resource mining bases. // If you are not Borg, you cannot build metal, and the value will be // ignored. Larger numbers make it more likely to build that type of // base

double resource_dilithium_tendency = 1.0; double resource_latinum_tendency = 0.0; double resource_metal_tendency = 1.0;

// how likely are we to build resource bases far from our main base double resource_distance_multiplier = 1000.0;

// how likely are we to prefer resources with more health double resource_health multiplier = 0.0001;

// how likely are we to build bases we don't already have double resource_lack_multiplier = 2.0;

// what is the penalty for building near an enemy resource double resource_enemy_penalty = 100.0;

Way_Better_Build_List_Element the_build_list[MAX_ELEMENTS] = { //--------------------------------------------------------------------

-// <---------------------------everthing below this point should be over riten when you get the files----------------------------------------------------------------------- // Phase I. Base & Yard //

"bbase", 1,0, -1, 1, // first base "bconst", 1,0, -1, 0, // we only need one at first "bmining", 1,1, -1, 0, // two mining facilities "bmining", 1,1, -1, 0, // two mining facilities "bmining", 1,1, -1, 0, // two mining facilities "byard", 1,0, -1, 1, // first shipyard "byard", 1,0, -1, 1, // first shipyard "byard", 1,0, -1, 1, // first shipyard "byard", 1,0, -1, 1, // first shipyard "byard", 1,0, -1, 1, // first shipyard "bresear", 1,0, -1, -2, // time to research "bdestroy", 5,0, -1, -3, // basic base defense "bfreight", 2,0, -1, 0, // and two freighters for each "bfreight", 2,0, -1, 0, // and two freighters for each "bdestroy", 5,0, -1, -2, // basic base defense "bdestroy", 5,0, -1, -3, // basic base defense "bturret", 1,1, -1, 0, // defend the mining stations "bturret", 5,0, -1, 0, // defend the mining stations ""bturret", 5,0, -1, 0, // defend the mining stations "bturret", 5,0, -1, 0, // defend the mining stations "bfreight", 2,0, -1, 0, "bturret", 5,1, -1, 0, // defend the mining stations "bturret", 5,1, -1, 0, // defend the mining stations "borpod1", 1,0, -1, 0, // assimilator for "borpod4", 1,0,-1, 0, // Transwarp drive thingy "borpod5", 1,0, -1, 0, // tachyon grid for scouts instead "bdestroy", 5,0, -1, -3, // basic base defense "borpod3", 1,0, -1, 0, // Regeneration (Sphere) // // Phase II. Research- // "bcolony", 1,0, -1, 0, // colony ship "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bresear2", 1,0, -1, 4, // advanced research station "bturret", 5,0, -1, 0, // defend the main base "bturret", 5,0, -1, 0, // defend the main base "bcruise1", 2,0, -1, -6, // the assimilators we build "bcruise2", 2,0, -1, -6, // the assimilators we build "bturret", 5,0, -1, 0, // defend the main base "bturret", 1,0, -1, 0, // defend the main base "borpod5", 1,0, -1, 0, // tachyon grid for scouts instead "byard2", 1,0, -1, 3, // time to get jiggy with it // of sensor arrays "byard2", 1,0, -1, 3, // time to get jiggy with it "bcruise1", 2,0, -1, -4, // the assimilators we build "bcruise2", 2,0, -1, -4, // the assimilators we build "byard2", 1,0, -1, 3, // time to get jiggy with it "borpod2", 1,0, -1, 0, // holding beam "borpod16", 1,0, -1, 0, // frigate special weapon energy recharge "borpod4", 1,0,-1, 0, // Transwarp drive thingy "bbattle1", 5,0, -1, -5, "bcruise1", 2,0, -1, -6, // the assimilators we build "brecycle", 1,0, -1, 0, // recycler "bcruise2", 2,0, -1, -6, // the assimilators we build "bbattle1", 5,0, -1, -5, "bfreight", 1,0, -1, 0, // and two freighters for each "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship // // Phase III. Advanced Shipyard //

"bfrigate", 2,0, -1, -5, // frigate "bfrigate", 2,0, -1, -5, // frigate "bfrigate", 2,0, -1, -5, // frigate "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "bfrigate", 2,0, -1, -5, // frigate "bturret", 1,0, -1, 0, // defend the main base "bfrigate", 2,0, -1, -6, // frigate "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "bfrigate", 2,0, -1, -6, // frigate // // Phase IV. Advanced Research // "borpod8", 1,0, -1, 0, // nanites "borpod7", 1,0, -1, 0, // computer override "borpod6", 1,0, -1, 0, // shield remodulation "bupgrade", 1,0, -1, 5, // ship upgrade station "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "bcruise3", 2,0, -1, 0, // harbingers (artillery ships) "bassault", 2,0, -1, -5, // assault ship "bspecial", 5,0, -1, 0, "bbattle1", 5,0, -1, -5, "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "btechass", 1,0, -1, 0, // technology assimilator "bbattle1", 5,0, -1, -5, "bbattle1", 5,0, -1, -5, "bbattle1", 5,0, -1, -5, "bbattle2", 5,0, -1, -5, "bbattle1", 5,0, -1, -5, "bspecial", 5,0, -1, 0, "borpod9", 1,0, -1, 0, // ultritium burst "bcruise3", 5,0, -1, 0, // harbingers (artillery ships) "bassault",5,0, -1, -5, // assault ship "bspecial", 1,0, -1, 0, "bbattle1", 5,0, -1, -5, "bspecial", 5,0, -1, 0, "bspecial", 5,0, -1, 0, "bcruise3", 5,0, -1, 0, // harbingers (artillery ships) "bcruise3", 5,0, -1, 0, // harbingers (artillery ships) "bcruise3", 2,0, -1, 0, // harbingers (artillery ships) "bassault", 2,0, -1, -5, // assault ship "bspecial", 1,0, -1, 0, "bbattle1", 5,0, -1, -5, "bbattle2", 5,0, -1, -5, "borpod8", 1,0, -1, 0, // nanites "borpod7", 1,0, -1, 0, // computer override "borpod6", 1,0, -1, 0, // shield remodulation "bassault", 5,0, -1, -5, // assault ship "bspecial", 1,0, -1, 0, "bbattle1", 2,0, -1, -5, "bassault", 5,0, -1, -5, // assault ship "borpod7", 1,0, -1, 0, // computer override "bsuperbl", 1,0, -1, 0, "borpod6", 1,0, -1, 0, // shield remodulation

// // Phase V. Ship Upgrade //

"bconst", 1,0, -1, 0, // we only need one at first "bupgrade", 1,0, -1, 5, // ship upgrade station "bbattle2", 2,0, -1, -5, "borpod2", 1,0, -1, 0, // holding beam "bbattle2", 1,0, -1, -5, "bbase", 1,1, -1, 0, // more drones! "bbattle2", 1,0, -1, 0, "borpod11", 1,0, -1, 0, // weapon upgrade level 2 "bbattle2", 1,0, -1, 0, "borpod12", 1,0, -1, 0, // shield upgrade level 2 "bbattle2", 1,0, -1, 0, "borpod13", 1,0, -1, 0, // sensor upgrade level 2 "bbattle2", 1,0, -1, 0, "borpod14", 1,0, -1, 0, // engine upgrade level 2 "bbattle2", 1,0, -1, -5, "borpod15", 1,0, -1, 0, // life support upgrade level 2

// // Phase VI. Fusion //

"bconst", 1,0, -1, 0, // we only need one at first "bhub", 1,0, -1, 0, // Collective Hub=> fusion

"byard3", 1,0, -1, 0, "bbattle5", 1,0, -1, 0, // Fusion Cube "bbattle6", 1,0, -1, 0, // Tactial Fusion Cube

"borpod21", 1,0, -1, 0, // weapon upgrade level 3 // "bbattle3", 1,0, -1, 0, // "bbattle4", 1,0, -1, 0,

"borpod22", 1,0, -1, 0, // shield upgrade level 3 // "bbattle3", 1,0, -1, 0, // "bbattle4", 1,0, -1, 0,

"borpod23", 1,0, -1, 0, // sensor upgrade level 3 // "bbattle3", 1,0, -1, 0, // "bbattle4", 1,0, -1, 0,

"borpod24", 1,0, -1, 0, // engine upgrade level 3 "borpod25", 1,0, -1, 0, // life support upgrade level 3 "bbattle2", 100,0, -1, 0, "bassault", 100,0, -1, 0, }; read above state ment everthing below the arrow should be over ridden so coppy what i have ritten down and replace yours and if you do it right you should get in to a fight whith the borg ai who actully does a good idea--this borg defence build it work how do stop 30 assim




Operative34997

error 414- user not found

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3rd June 2004

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#7 14 years ago

I'd like to first ask you this. Have you done a lot of testing with this AIP? I see a lot of things in here that could cause you problems(actually it would cause the AI problems). The first being that you only have 1 constructor being built, yet you have a lot of bases being built in the beginning. It's going to take a long time for the AI to get all of that put together with only one constructor. Another is in tech level 1 you have them building a modification center, yet you tell the AI that if the Center gets destroyed after tech level three begins, that it should not be replaced. This can cause a problem for the AI as it will not have it's special weapons anymore if the Modification center gets destroyed after tech level 3. Also, with only two freighters for each mining station, resources are going to take a long time to gather. Remeber, unless you've built an orbital metal mining base for the Borg(I don't see in the AIP where you have one) the bmining stations have to mine metal as well as dilithium. Right at the beginning of tech level 2 you have the AI building no less than 90 ships! They won't have nearly enough resources by that time. If you dont have the BBOM by Westworld you can get it on Armada2files. Chapter 10 should be considered required reading for anyone interested in modding the AI in Armada2.




Kualan

Hello there...

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25th October 2008

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#8 14 years ago

all good questions,but like all good question have anser i list them for you(I'd like to first ask you this. Have you done a lot of testing with this AIP?)anser is yes more then a year at least.(The first being that you only have 1 constructor being built, yet you have a lot of bases being built in the beginning. It's going to take a long time for the AI to get all of that put together with only one constructor. )i have t set up were they star with 5 and build more this just a rufe draft to show what it look like the other would look somthing like this it depend on the map im using and the mod.but for your typicle personYard

"bbase", 1,0, -1, 1, // first base "bconst", 1,0, -1, 0, // we only need one at first "bconst", 1,0, -1, 0, // we only need one at first "bconst", 1,0, -1, 0, // we only need one at first "bconst", 1,0, -1, 0, // we only need one at first "bconst", 1,0, -1, 0, // we only need one at first "bconst", 1,0, -1, 0, // we only need one at first "bmining", 1,1, -1, 0, // two mining facilities "bmining", 1,1, -1, 0, // two mining facilities "bmining", 1,1, -1, 0, // two mining facilities "bmining", 1,1, -1, 0, // two mining facilities "byard", 1,0, -1, 1, // first shipyard "byard", 1,0, -1, 1, // first shipyard "byard", 1,0, -1, 1, // first shipyard

"bresear", 1,0, -1, 0, // time to research "bdestroy", 5,0, -1, -3, // basic base defense "bdestroy", 5,0, -1, -3, // basic base defense "bfreight", 2,0, -1, 0, // and two freighters for each "bfreight", 2,0, -1, 0, // and two freighters for each "bdestroy", 5,0, -1, -2, // basic base defense "bdestroy", 5,0, -1, -3, // basic base defense "bturret", 1,1, -1, 0, // defend the mining stations "bturret", 5,0, -1, 0, // defend the mining stations ""bturret", 5,0, -1, 0, // defend the mining stations "bturret", 5,0, -1, 0, // defend the mining stations "bfreight", 2,0, -1, 0, "bturret", 5,1, -1, 0, // defend the mining stations "bturret", 5,1, -1, 0, // defend the mining stations "borpod1", 1,0, -1, 0, // assimilator for "borpod4", 1,0,-1, 0, // Transwarp drive thingy "borpod5", 1,0, -1, 0, // tachyon grid for scouts instead "bdestroy", 5,0, -1, -3, // basic base defense "borpod3", 1,0, -1, 0, // Regeneration (Sphere) // // Phase II. Research- // "bcolony", 1,0, -1, 0, // colony ship "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise1", 5,0, -1, -3, // the assimilators we build "bcruise2", 5,0, -1, -3, // the assimilators we build "bresear2", 1,0, -1, 4, // advanced research station "bturret", 5,0, -1, 0, // defend the main base "bturret", 5,0, -1, 0, // defend the main base "bcruise1", 2,0, -1, -6, // the assimilators we build "bcruise2", 2,0, -1, -6, // the assimilators we build "bturret", 5,0, -1, 0, // defend the main base "bturret", 1,0, -1, 0, // defend the main base

"byard2", 1,0, -1, 3, // time to get jiggy with it byard2", 1,0, -1, 3, // time to get jiggy with it "byard2", 1,0, -1, 3, // time to get jiggy with it byard2", 1,0, -1, 3, // time to get jiggy with it "borpod2", 1,0, -1, 0, // holding beam "borpod16", 1,0, -1, 0, // frigate special weapon energy recharge

"bcruise1", 2,0, -1, -4, // the assimilators we build "bcruise2", 2,0, -1, -4, // the assimilators we build "bcruise2", 2,0, -1, -4, // the assimilators we build "bcruise2", 2,0, -1, -4, // the assimilators we build "bcruise2", 2,0, -1, -4, // the assimilators we build "bbattle1", 5,0, -1, -5, "bbattle1", 5,0, -1, -5,

"bbattle1", 5,0, -1, -5, "bcruise1", 2,0, -1, -6, // the assimilators we build "brecycle", 1,0, -1, 0, // recycler "bcruise2", 2,0, -1, -6, // the assimilators we build "bbattle1", 5,0, -1, -5, "bfreight", 1,0, -1, 0, // and two freighters for each "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship // // Phase III. Advanced Shipyard //

"bfrigate", 2,0, -1, -5, // frigate "bfrigate", 2,0, -1, -5, // frigate "bfrigate", 2,0, -1, -5, // frigate "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "bfrigate", 2,0, -1, -5, // frigate "bturret", 1,0, -1, 0, // defend the main base "bfrigate", 2,0, -1, -6, // frigate "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "bfrigate", 2,0, -1, -6, // frigate

// // Phase IV. Advanced Research // "borpod8", 1,0, -1, 0, // nanites "borpod7", 1,0, -1, 0, // computer override "borpod6", 1,0, -1, 0, // shield remodulation "bupgrade", 1,0, -1, 5, // ship upgrade station "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "bcruise3", 2,0, -1, 0, // harbingers (artillery ships) "bassault", 2,0, -1, -5, // assault ship "bspecial", 5,0, -1, 0, "bbattle1", 5,0, -1, -5, "bassault",5,0, -1, -5, // assault ship "bassault",5,0, -1, -5, // assault ship "btechass", 1,0, -1, 0, // technology assimilator "bbattle1", 5,0, -1, -5, "bbattle1", 5,0, -1, -5, "bbattle1", 5,0, -1, -5, "bbattle2", 5,0, -1, -5, "bbattle1", 5,0, -1, -5, "bspecial", 5,0, -1, 0, "borpod9", 1,0, -1, 0, // ultritium burst "bcruise3", 5,0, -1, 0, // harbingers (artillery ships) "bassault",5,0, -1, -5, // assault ship "bspecial", 1,0, -1, 0, "bbattle1", 5,0, -1, -5, "bspecial", 5,0, -1, 0, "bspecial", 5,0, -1, 0, "bcruise3", 5,0, -1, 0, // harbingers (artillery ships) "bcruise3", 5,0, -1, 0, // harbingers (artillery ships) "bcruise3", 2,0, -1, 0, // harbingers (artillery ships) "bassault", 2,0, -1, -5, // assault ship "bspecial", 1,0, -1, 0, "bbattle1", 5,0, -1, -5, "bbattle2", 5,0, -1, -5, "borpod8", 1,0, -1, 0, // nanites "borpod7", 1,0, -1, 0, // computer override "borpod6", 1,0, -1, 0, // shield remodulation "bassault", 5,0, -1, -5, // assault ship "bspecial", 1,0, -1, 0, "bbattle1", 2,0, -1, -5, "bassault", 5,0, -1, -5, // assault ship "borpod7", 1,0, -1, 0, // computer override "bsuperbl", 1,0, -1, 0, "borpod6", 1,0, -1, 0, // shield remodulation

// // Phase V. Ship Upgrade //

"bconst", 1,0, -1, 0, // we only need one at first "bupgrade", 1,0, -1, 5, // ship upgrade station "bbattle2", 2,0, -1, -5, "borpod2", 1,0, -1, 0, // holding beam "bbattle2", 1,0, -1, -5, "bbase", 1,1, -1, 0, // more drones! "bbattle2", 1,0, -1, 0, "borpod11", 1,0, -1, 0, // weapon upgrade level 2 "bbattle2", 1,0, -1, 0, "borpod12", 1,0, -1, 0, // shield upgrade level 2 "bbattle2", 1,0, -1, 0, "borpod13", 1,0, -1, 0, // sensor upgrade level 2 "bbattle2", 1,0, -1, 0, "borpod14", 1,0, -1, 0, // engine upgrade level 2 "bbattle2", 1,0, -1, -5, "borpod15", 1,0, -1, 0, // life support upgrade level 2

// // Phase VI. Fusion //

"bconst", 1,0, -1, 0, // we only need one at first "bhub", 1,0, -1, 0, // Collective Hub=> fusion

"byard3", 1,0, -1, 0, "bbattle5", 1,0, -1, 0, // Fusion Cube "bbattle6", 1,0, -1, 0, // Tactial Fusion Cube

"borpod21", 1,0, -1, 0, // weapon upgrade level 3 // "bbattle3", 1,0, -1, 0, // "bbattle4", 1,0, -1, 0,

"borpod22", 1,0, -1, 0, // shield upgrade level 3 // "bbattle3", 1,0, -1, 0, // "bbattle4", 1,0, -1, 0,

"borpod23", 1,0, -1, 0, // sensor upgrade level 3 // "bbattle3", 1,0, -1, 0, // "bbattle4", 1,0, -1, 0,

"borpod24", 1,0, -1, 0, // engine upgrade level 3 "borpod25", 1,0, -1, 0, // life support upgrade level 3

"bbattle2", 100,0, -1, 0, "bassault", 100,0, -1, 0, also that one was a custom one of mine called assim rush. i was demastrating nothing more! If you want for your game i recmend this one feel free to chang it all you want...(Another is in tech level 1 you have them building a modification center, yet you tell the AI that if the Center gets destroyed after tech level three begins, that it should not be replaced. This can cause a problem for the AI as it will not have it's special weapons anymore if the Modification center gets destroyed after tech level 3.)were are you getting you info pall im the ai master not you...i blow there tech thing up god only know how many times they just rebuild it i aslo make them build 3+ so it realy dont matter.(Also, with only two freighters for each mining station, resources are going to take a long time to gather. Remeber, unless you've built an orbital metal mining base for the BorgI don't see in the AIP where you have one) the bmining stations mine metal as well as dilithium.The borg have never ran out of resources not once and they can and do build 100+ships in that short of time.and if they didn. I would just add more freigters,5-20 so it dont matter also there the option to chang ai resource cost ever though of that:to summon this up there is nothing rong whith it,i just put down the rong one is all i have a custom game special weapon and that such...if you think some thing rong chang it,i just came here to shair the ai that i know and love to fight,if you dont like the ai or my style why are you hear or post some were else but if do do what i said you will see and you want to chang somthing go right ahead know one stoping you!all im asking if you got a mod and know one online has it and you want a challeng come tell me ill make one up based on your skill level...im expert and i have custom thing in my game,nuber of starting ship,weapon,special energy,ship,race,evencrew and planets..so i sorry i got mix up...just fix it past and injoy!!!!:talker:




Operative34997

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3rd June 2004

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#9 14 years ago

Just because your name is AI Master, doesn't mean you're a 'master at modding the AI'. You posted your AIP and I thought you might like to hear from someone elses experiences. I guess not. I guess you started this thread so that it could be YOUR thread and so that no one could doubt you as the AI Master and that's why you also went so far as to actually make your user name AI Master. But it doesn't make you an AI Master. BTW, I put your AIP's against my Klingon AIP's and the Klingons wasted the Borg. Sorry.




Twitch1

The Borg will rock your world!

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4th December 2003

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#10 14 years ago

AI master- you need to go to http://www.rarlab.com to get the free Winrar for zipping files. It's easy to use. Just experiment a bit. Has a 40 day free trial but works afterward but with a pop up saying to register.

I always play Borg and never against them so I can't try this as is. But I will translate it to another race that I fight against like the Feds or Klingons. I too wonder about the length of the build list. In A1 and my 1st A2 set up I recall having a very long modified build list and the AI just never got through.

I have my game highly modified for resource gathering so that's not a problem. There are some interesting things you did. I never set my // How much force to use for escorting to zero in those fields you did and I'll try that too.

For the AI to build all this do you have build and research pod times standard in the ODFs? I know having 5 yards makes a difference. Are mining rates increased in other ODF files? How long is an instant action game with all this to be built? What size maps do you generally use with how many planets and resource moons? tn_an3.gif