Moded ships with AI files made -1 reply

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firewarrior1705

For the Greater Good

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15th October 2007

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#1 10 years ago

Ok, so I definately suck at building AI so I need to know if any of you guys know any downloadable moded ships(preferably cardie,fed,romulan and klingon) with AI files already made pls post the dnld links here. Thanks ;)




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#2 10 years ago

There are no AI scripts for individual ships or stations. A2 AI doesn't work that way.




firewarrior1705

For the Greater Good

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15th October 2007

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#3 10 years ago

But I did manage to find a Jem'hadar destroyer with ai files already done and it works perfectly in game. I thought there might be others as well.




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#4 10 years ago

Would you mind posting the AI file for me to look at?




firewarrior1705

For the Greater Good

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15th October 2007

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106 Posts

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#5 10 years ago

ok, here's the content:

Cardassian build list:

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

int checkTechnologyAvailable = 1;

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

// // Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level //

// // Phase I. Base & Yard //

"cbase", 1,0, -1, 1, // starbase "cconst", 1,0, -1, 0, // construction ship "cconst", 1,0, -1, 0, // second construction ship "cscout", 1,0, -1, 0, // scout "cmining", 1,1, -1, 0, // mining stations "cturret", 2,1, 4, -3, // basic mining defense "corbital", 1,1, -1, 0, // build an orbital station "cfreight", 3,0, -1, 0, // mining freighter - two freighters for each station "cyard", 1,0, -1, 0, // basic shipyard "cdestroy", 2,0, 4, -2, // Rasilak

// // Phase II. Research // "cresear", 1,0, -1, 2, // basic research "ccolony", 1,0, 4, 0, // colony ship "corbital", 1,1, -1, 0, // second orbital station "cdestroy2",2,0, 4, -2, // Sartan "cmining", 1,2, -1, 0, // second mining station "cfreight", 3,0, -1, 0, // mining freighters "cturret", 2,2, 4, -3, // mining defense

"ccruise1", 2,0, 2, -2, // Brinok "carpod3", 1,0, -1, 0, // Drones (Brinok) "ccruise2", 2,0, 2, -2, // Gul Vystan "carpod4", 1,0, -1, 0, // Flux Wave ( Gul Vystan)

"ccruise1", 2,0, -1, -3, // Brinok "ccruise2", 2,0, -1, -3, // Gul Vystan "carpod5", 1,0, -1, 0, // Tachyon Detection Grid (WScout)

"ctrading", 1,0, -1, 0, // trading station

// // Phase III. Advanced Shipyard //

"cyard2", 1,0, -1, 3, // advanced shipyard "ccruise1", 2,0, -1, -3, // Brinok "ccruise2", 2,0, -1, -3, // Gul Vystan "cbattle", 3,0, -1, -3, // Galor "cbattle", 3,0, -1, -4, // Galor "corbital", 1,0, 2, 0, // third orbital processing facility "cmining", 1,3, 2, 0, // third mining station "carpod2", 1,0, -1, 0, // Micro-Organisms (Rasilak) "cbattle", 3,0, -1, -4, // Galor "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase IV. Advanced Research // "cconst", 1,0, -1, 0, // construction ship "cresear2", 1,0, -1, 4, // advanced research station "cfrigate", 1,0, -1, -4, // Vasad "ccruise3", 2,0, -1, -4, // Legate (Artillery) "cspecial", 1,0, -1, 0, // Kulinor "cturret2", 3,1, -1, 0, // torpedo turret "carpod16", 1,0, -1, 0, // Sensor Scrambler "cbattle", 3,0, -1, 0, // Galor "cturret2", 3,2, -1, 0, // torpedo turret "carpod9", 1,0, -1, 0, // Shield Harmonics Dusruptor "cbattle", 3,0, -1, 0, // Galor "cturret2", 3,0, -1, 0, // torpedo turret "cfrigate", 1,0, -1, -4, // Vasad "ctrading", 1,3, 3, 0, // another trading station "ccargo", 3,0, 6, 0, "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase V. Ship Upgrade and Endgame //

"cupgrade", 1,0, -1, 5, // ship upgrade station "cbattle2", 4,0, -1, 0, // Keldon "csrepair", 2,0, -1, 0, // repair ship "cassault", 2,0, -1, 0, // Janissary

"cbattle2", 4,0, -1, 0, // Keldon "carpod1", 1,0, -1, 0, // Plasma Bank Overload "cfrigate", 1,0, -1, 0, // Vasad "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

"cspecial", 1,0, -1, 0, // Kulinor "cbattle2", 4,0, -1, 0, // Kaldon "ccruise2", 2,0, -1, 0, // Legate (Artillery) "cfrigate", 1,0, -1, 0, // Vasad

"cardassian_super_station", 1,0, -1, 0,

"cspecial", 1,0, -1, 0, // Kulinor "cbattle2", 4,0, -1, 0, // Keldon "ccruise2", 2,0, -1, 0, // Legate (Artillery) "csrepair", 1,0, -1, 0, // repair ship "csuper", 1,0, -1, 0, // dreadnought missle

"carpod11", 1,0, -1, 0, // weapon upgrade level 2 "carpod12", 1,0, -1, 0, // shield upgrade level 2 "carpod14", 1,0, -1, 0, // engine upgrade level 2 "carpod6", 1,0, -1, 0, // Plasma Cannon "carpod9", 1,0, -1, 0, // Shield Harmonics Disruptor

"cbattle2", 4,0, -1, 0, // Keldon "carpod8", 1,0, -1, 0, // Engineering Team "carpod21", 1,0, -1, 0, // weapon upgrade level 3 "carpod22", 1,0, -1, 0, // shield upgrade level 3

"cbattle2", 4,0, -1, 0, // Keldon "carpod24", 1,0, -1, 0, // engine upgrade level 3 "carpod13", 1,0, -1, 0, // sensor upgrade level 2 "carpod23", 1,0, -1, 0, // sensor upgrade level 3 "carpod15", 1,0, -1, 0, // life support upgrade level 2 "carpod25", 1,0, -1, 0, // life support upgrade level 3

"cbattle2", 100,0, -1, 0, // Keldon

};

Cardassian defensive list:

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

int checkTechnologyAvailable = 1;

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

// // Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level //

// // Phase I. Base & Yard //

"cbase", 1,0, -1, 1, // starbase "cconst", 1,0, -1, 0, // construction ship "cconst", 1,0, -1, 0, // second construction ship "cscout", 1,0, -1, 0, // scout "cmining", 1,1, -1, 0, // mining stations "cturret", 2,1, 4, -3, // basic mining defense "corbital", 1,1, -1, 0, // build an orbital station "cfreight", 3,0, -1, 0, // mining freighter - two freighters for each station "cyard", 1,0, -1, 0, // basic shipyard "cdestroy", 2,0, 4, -2, // Rasilak

// // Phase II. Research // "cresear", 1,0, -1, 2, // basic research "ccolony", 1,0, 4, 0, // colony ship "corbital", 1,1, -1, 0, // second orbital station "cdestroy2",2,0, 4, -2, // Sartan "cmining", 1,2, -1, 0, // second mining station "cfreight", 3,0, -1, 0, // mining freighters "cturret", 2,2, 4, -3, // mining defense

"ccruise1", 2,0, 2, -2, // Brinok "carpod3", 1,0, -1, 0, // Drones (Brinok) "ccruise2", 2,0, 2, -2, // Gul Vystan "carpod4", 1,0, -1, 0, // Flux Wave ( Gul Vystan)

"ccruise1", 2,0, -1, -3, // Brinok "ccruise2", 2,0, -1, -3, // Gul Vystan "carpod5", 1,0, -1, 0, // Tachyon Detection Grid (WScout) "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

"ctrading", 1,0, -1, 0, // trading station "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase III. Advanced Shipyard //

"cyard2", 1,0, -1, 3, // advanced shipyard "ccruise1", 2,0, -1, -3, // Brinok "ccruise2", 2,0, -1, -3, // Gul Vystan "cbattle", 3,0, -1, -3, // Galor "cbattle", 3,0, -1, -4, // Galor "corbital", 1,0, 2, 0, // third orbital processing facility "cmining", 1,3, 2, 0, // third mining station "carpod2", 1,0, -1, 0, // Micro-Organisms (Rasilak) "cbattle", 3,0, -1, -4, // Galor "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase IV. Advanced Research // "cconst", 1,0, -1, 0, // construction ship "cresear2", 1,0, -1, 4, // advanced research station "cfrigate", 1,0, -1, -4, // Vasad "ccruise3", 2,0, -1, -4, // Legate (Artillery) "cspecial", 1,0, -1, 0, // Kulinor "cturret2", 3,1, -1, 0, // torpedo turret "carpod16", 1,0, -1, 0, // Sensor Scrambler "cbattle", 3,0, -1, 0, // Galor "cturret2", 3,2, -1, 0, // torpedo turret "carpod9", 1,0, -1, 0, // Shield Harmonics Dusruptor "cbattle", 3,0, -1, 0, // Galor "cturret2", 3,0, -1, 0, // torpedo turret "cfrigate", 1,0, -1, -4, // Vasad "ctrading", 1,3, 3, 0, // another trading station "ccargo", 3,0, 6, 0, "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase V. Ship Upgrade and Endgame //

"cupgrade", 1,0, -1, 5, // ship upgrade station "cbattle2", 4,0, -1, 0, // Keldon "csrepair", 2,0, -1, 0, // repair ship "cassault", 2,0, -1, 0, // Janissary

"cbattle2", 4,0, -1, 0, // Keldon "carpod1", 1,0, -1, 0, // Plasma Bank Overload "cfrigate", 1,0, -1, 0, // Vasad

"cspecial", 1,0, -1, 0, // Kulinor "cbattle2", 4,0, -1, 0, // Kaldon "ccruise2", 2,0, -1, 0, // Legate (Artillery) "cfrigate", 1,0, -1, 0, // Vasad

"cardassian_super_station", 1,0, -1, 0,

"cspecial", 1,0, -1, 0, // Kulinor "cbattle2", 4,0, -1, 0, // Keldon "ccruise2", 2,0, -1, 0, // Legate (Artillery) "csrepair", 1,0, -1, 0, // repair ship "csuper", 1,0, -1, 0, // dreadnought missle

"carpod11", 1,0, -1, 0, // weapon upgrade level 2 "carpod12", 1,0, -1, 0, // shield upgrade level 2 "carpod14", 1,0, -1, 0, // engine upgrade level 2 "carpod6", 1,0, -1, 0, // Plasma Cannon "carpod9", 1,0, -1, 0, // Shield Harmonics Disruptor

"cbattle2", 4,0, -1, 0, // Keldon "carpod8", 1,0, -1, 0, // Engineering Team "carpod21", 1,0, -1, 0, // weapon upgrade level 3 "carpod22", 1,0, -1, 0, // shield upgrade level 3

"cbattle2", 4,0, -1, 0, // Keldon "carpod24", 1,0, -1, 0, // engine upgrade level 3 "carpod13", 1,0, -1, 0, // sensor upgrade level 2 "carpod23", 1,0, -1, 0, // sensor upgrade level 3 "carpod15", 1,0, -1, 0, // life support upgrade level 2 "carpod25", 1,0, -1, 0, // life support upgrade level 3

"cbattle2", 100,0, -1, 0, // Keldon

};

Cardassian endgame list:

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

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

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

// // Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level //

// // Phase I. Base & Yard //

"cbase", 1,0, -1, 1, // starbase "cconst", 1,0, -1, 0, // construction ship "cmining", 1,1, -1, 0, // mining stations "corbital", 1,1, -1, 0, // build an orbital station "cfreight", 2,0, -1, 0, // mining freighter - two freighters for each station "cyard", 1,0, -1, 0, // basic shipyard

// // Phase II. Research // "cresear", 1,0, -1, 2, // basic research "corbital", 1,1, -1, 0, // second orbital station "carpod3", 1,0, -1, 0, // Drones (Brinok) "carpod4", 1,0, -1, 0, // Flux Wave ( Gul Vystan) "ccruise1", 2,0, -1, -3, // Brinok "ccruise2", 2,0, -1, -3, // Gul Vystan "carpod5", 1,0, -1, 0, // Tachyon Detection Grid (WScout) "ctrading", 1,0, -1, 0, // trading station "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase III. Advanced Shipyard //

"cyard2", 1,0, -1, 3, // advanced shipyard "cbattle", 3,0, -1, -3, // Galor "cbattle", 3,0, -1, -4, // Galor "corbital", 1,0, 2, 0, // third orbital processing facility "cmining", 1,3, 2, 0, // third mining station "carpod2", 1,0, -1, 0, // Micro-Organisms (Rasilak) "cbattle", 3,0, -1, -4, // Galor "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase IV. Advanced Research // "cconst", 1,0, -1, 0, // construction ship "cresear2", 1,0, -1, 4, // advanced research station "cfrigate", 1,0, -1, -4, // Vasad "cturret2", 3,1, -1, 0, // torpedo turret "carpod16", 1,0, -1, 0, // Sensor Scrambler "carpod9", 1,0, -1, 0, // Shield Harmonics Dusruptor "cbattle", 3,0, -1, 0, // Galor "cturret2", 3,0, -1, 0, // torpedo turret

// // Phase V. Ship Upgrade and Endgame //

"cupgrade", 1,0, -1, 5, // ship upgrade station "cbattle2", 4,0, -1, 0, // Keldon "csrepair", 2,0, -1, 0, // repair ship "cassault", 2,0, -1, 0, // Janissary

"cbattle2", 4,0, -1, 0, // Keldon "carpod1", 1,0, -1, 0, // Plasma Bank Overload "cfrigate", 1,0, -1, 0, // Vasad

"cspecial", 1,0, -1, 0, // Kulinor "cbattle2", 4,0, -1, 0, // Kaldon "cfrigate", 1,0, -1, 0, // Vasad

"cardassian_super_station", 1,0, -1, 0,

"cspecial", 1,0, -1, 0, // Kulinor "cbattle2", 4,0, -1, 0, // Keldon "csuper", 1,0, -1, 0, // dreadnought missle

"carpod11", 1,0, -1, 0, // weapon upgrade level 2 "carpod12", 1,0, -1, 0, // shield upgrade level 2 "carpod14", 1,0, -1, 0, // engine upgrade level 2 "carpod6", 1,0, -1, 0, // Plasma Cannon "carpod9", 1,0, -1, 0, // Shield Harmonics Disruptor

"cbattle2", 4,0, -1, 0, // Keldon "carpod8", 1,0, -1, 0, // Engineering Team "carpod21", 1,0, -1, 0, // weapon upgrade level 3 "carpod22", 1,0, -1, 0, // shield upgrade level 3

"cbattle2", 4,0, -1, 0, // Keldon "carpod24", 1,0, -1, 0, // engine upgrade level 3 "carpod13", 1,0, -1, 0, // sensor upgrade level 2 "carpod23", 1,0, -1, 0, // sensor upgrade level 3 "carpod15", 1,0, -1, 0, // life support upgrade level 2 "carpod25", 1,0, -1, 0, // life support upgrade level 3

"cbattle2", 100,0, -1, 0, // Keldon

};

Cardassian Instant Action build list:

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

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

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

// // Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level //

// // Phase I. Base & Yard //

"cbase", 1,0, -1, 1, // starbase "cconst", 1,0, -1, 0, // construction ship "cconst", 1,0, -1, 0, // second construction ship "cscout", 1,0, -1, 0, // scout "cmining", 1,1, -1, 0, // mining stations "cturret", 2,1, 4, -3, // basic mining defense "corbital", 1,1, -1, 0, // build an orbital station "cfreight", 3,0, -1, 0, // mining freighter - two freighters for each station "cyard", 1,0, -1, 0, // basic shipyard "cdestroy", 2,0, 4, -2, // Rasilak

// // Phase II. Research // "cresear", 1,0, -1, 2, // basic research "ccolony", 1,0, 4, 0, // colony ship "corbital", 1,1, -1, 0, // second orbital station "cdestroy2",2,0, 4, -2, // Sartan "cmining", 1,2, -1, 0, // second mining station "cfreight", 3,0, -1, 0, // mining freighters "cturret", 2,2, 4, -3, // mining defense

"ccruise1", 2,0, 2, -2, // Brinok "carpod3", 1,0, -1, 0, // Drones (Brinok) "ccruise2", 2,0, 2, -2, // Gul Vystan "carpod4", 1,0, -1, 0, // Flux Wave ( Gul Vystan)

"ccruise1", 2,0, -1, -3, // Brinok "ccruise2", 2,0, -1, -3, // Gul Vystan "carpod5", 1,0, -1, 0, // Tachyon Detection Grid (WScout) "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

"ctrading", 1,0, -1, 0, // trading station "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase III. Advanced Shipyard //

"cyard2", 1,0, -1, 3, // advanced shipyard "ccruise1", 2,0, -1, -3, // Brinok "ccruise2", 2,0, -1, -3, // Gul Vystan "cbattle", 3,0, -1, -3, // Galor "cbattle", 3,0, -1, -4, // Galor "corbital", 1,0, 2, 0, // third orbital processing facility "cmining", 1,3, 2, 0, // third mining station "carpod2", 1,0, -1, 0, // Micro-Organisms (Rasilak) "cbattle", 3,0, -1, -4, // Galor "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase IV. Advanced Research // "cconst", 1,0, -1, 0, // construction ship "cresear2", 1,0, -1, 4, // advanced research station "cfrigate", 1,0, -1, -4, // Vasad "ccruise3", 2,0, -1, -4, // Legate (Artillery) "cspecial", 1,0, -1, 0, // Kulinor "cturret2", 3,1, -1, 0, // torpedo turret "carpod16", 1,0, -1, 0, // Sensor Scrambler "cbattle", 3,0, -1, 0, // Galor "cturret2", 3,2, -1, 0, // torpedo turret "carpod9", 1,0, -1, 0, // Shield Harmonics Dusruptor "cbattle", 3,0, -1, 0, // Galor "cturret2", 3,0, -1, 0, // torpedo turret "cfrigate", 1,0, -1, -4, // Vasad "ctrading", 1,3, 3, 0, // another trading station "ccargo", 3,0, 6, 0, "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase V. Ship Upgrade and Endgame //

"cupgrade", 1,0, -1, 5, // ship upgrade station "cbattle2", 4,0, -1, 0, // Keldon "csrepair", 2,0, -1, 0, // repair ship "cassault", 2,0, -1, 0, // Janissary

"cbattle2", 4,0, -1, 0, // Keldon "carpod1", 1,0, -1, 0, // Plasma Bank Overload "cfrigate", 1,0, -1, 0, // Vasad

"cspecial", 1,0, -1, 0, // Kulinor "cbattle2", 4,0, -1, 0, // Kaldon "ccruise2", 2,0, -1, 0, // Legate (Artillery) "cfrigate", 1,0, -1, 0, // Vasad

"cardassian_super_station", 1,0, -1, 0,

"cspecial", 1,0, -1, 0, // Kulinor "cbattle2", 4,0, -1, 0, // Keldon "ccruise2", 2,0, -1, 0, // Legate (Artillery) "csrepair", 1,0, -1, 0, // repair ship "csuper", 1,0, -1, 0, // dreadnought missle

"carpod11", 1,0, -1, 0, // weapon upgrade level 2 "carpod12", 1,0, -1, 0, // shield upgrade level 2 "carpod14", 1,0, -1, 0, // engine upgrade level 2 "carpod6", 1,0, -1, 0, // Plasma Cannon "carpod9", 1,0, -1, 0, // Shield Harmonics Disruptor

"cbattle2", 4,0, -1, 0, // Keldon "carpod8", 1,0, -1, 0, // Engineering Team "carpod21", 1,0, -1, 0, // weapon upgrade level 3 "carpod22", 1,0, -1, 0, // shield upgrade level 3

"cbattle2", 4,0, -1, 0, // Keldon "carpod24", 1,0, -1, 0, // engine upgrade level 3 "carpod13", 1,0, -1, 0, // sensor upgrade level 2 "carpod23", 1,0, -1, 0, // sensor upgrade level 3 "carpod15", 1,0, -1, 0, // life support upgrade level 2 "carpod25", 1,0, -1, 0, // life support upgrade level 3

"cbattle2", 100,0, -1, 0, // Keldon

};

Cardassian offensive list:

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

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

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

// // Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level //

// // Phase I. Base & Yard //

"cbase", 1,0, -1, 1, // starbase "cconst", 1,0, -1, 0, // construction ship "cconst", 1,0, -1, 0, // second construction ship "cscout", 1,0, -1, 0, // scout "cmining", 1,1, -1, 0, // mining stations "cturret", 2,1, 4, -3, // basic mining defense "corbital", 1,1, -1, 0, // build an orbital station "cfreight", 3,0, -1, 0, // mining freighter - two freighters for each station "cyard", 1,0, -1, 0, // basic shipyard "cdestroy", 2,0, 4, -2, // Rasilak

// // Phase II. Research // "cresear", 1,0, -1, 2, // basic research "ccolony", 1,0, 4, 0, // colony ship "corbital", 1,1, -1, 0, // second orbital station "cdestroy2",2,0, 4, -2, // Sartan "cmining", 1,2, -1, 0, // second mining station "cfreight", 3,0, -1, 0, // mining freighters "cturret", 2,2, 4, -3, // mining defense

"ccruise1", 2,0, 2, -2, // Brinok "carpod3", 1,0, -1, 0, // Drones (Brinok) "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter "carpod4", 1,0, -1, 0, // Flux Wave ( Gul Vystan)

"Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter "ccruise2", 2,0, -1, -3, // Gul Vystan "carpod5", 1,0, -1, 0, // Tachyon Detection Grid (WScout)

"ctrading", 1,0, -1, 0, // trading station

// // Phase III. Advanced Shipyard //

"cyard2", 1,0, -1, 3, // advanced shipyard "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter "ccruise2", 2,0, -1, -3, // Gul Vystan "cbattle", 3,0, -1, -3, // Galor "cbattle", 3,0, -1, -4, // Galor "corbital", 1,0, 2, 0, // third orbital processing facility "cmining", 1,3, 2, 0, // third mining station "carpod2", 1,0, -1, 0, // Micro-Organisms (Rasilak) "cbattle", 3,0, -1, -4, // Galor "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase IV. Advanced Research // "cconst", 1,0, -1, 0, // construction ship "cresear2", 1,0, -1, 4, // advanced research station "cfrigate", 1,0, -1, -4, // Vasad "ccruise3", 2,0, -1, -4, // Legate (Artillery) "cspecial", 1,0, -1, 0, // Kulinor "cturret2", 3,1, -1, 0, // torpedo turret "carpod16", 1,0, -1, 0, // Sensor Scrambler "cbattle", 3,0, -1, 0, // Galor "cturret2", 3,2, -1, 0, // torpedo turret "carpod9", 1,0, -1, 0, // Shield Harmonics Dusruptor "cbattle", 3,0, -1, 0, // Galor "cturret2", 3,0, -1, 0, // torpedo turret "cfrigate", 1,0, -1, -4, // Vasad "ctrading", 1,3, 3, 0, // another trading station "ccargo", 3,0, 6, 0, "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

// // Phase V. Ship Upgrade and Endgame //

"cupgrade", 1,0, -1, 5, // ship upgrade station "cbattle2", 4,0, -1, 0, // Keldon "csrepair", 2,0, -1, 0, // repair ship "cassault", 2,0, -1, 0, // Janissary

"Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

"cbattle2", 4,0, -1, 0, // Keldon "carpod1", 1,0, -1, 0, // Plasma Bank Overload "cfrigate", 1,0, -1, 0, // Vasad

"cspecial", 1,0, -1, 0, // Kulinor "cbattle2", 4,0, -1, 0, // Kaldon "ccruise2", 2,0, -1, 0, // Legate (Artillery) "cfrigate", 1,0, -1, 0, // Vasad

"cardassian_super_station", 1,0, -1, 0, "Zjemfig", 2,0, -1, -5, // Jem'Hadar Attackfighter

"cspecial", 1,0, -1, 0, // Kulinor "cbattle2", 4,0, -1, 0, // Keldon "ccruise2", 2,0, -1, 0, // Legate (Artillery) "csrepair", 1,0, -1, 0, // repair ship "csuper", 1,0, -1, 0, // dreadnought missle

"carpod11", 1,0, -1, 0, // weapon upgrade level 2 "carpod12", 1,0, -1, 0, // shield upgrade level 2 "carpod14", 1,0, -1, 0, // engine upgrade level 2 "carpod6", 1,0, -1, 0, // Plasma Cannon "carpod9", 1,0, -1, 0, // Shield Harmonics Disruptor

"cbattle2", 4,0, -1, 0, // Keldon "carpod8", 1,0, -1, 0, // Engineering Team "carpod21", 1,0, -1, 0, // weapon upgrade level 3 "carpod22", 1,0, -1, 0, // shield upgrade level 3

"cbattle2", 4,0, -1, 0, // Keldon "carpod24", 1,0, -1, 0, // engine upgrade level 3 "carpod13", 1,0, -1, 0, // sensor upgrade level 2 "carpod23", 1,0, -1, 0, // sensor upgrade level 3 "carpod15", 1,0, -1, 0, // life support upgrade level 2 "carpod25", 1,0, -1, 0, // life support upgrade level 3

"cbattle2", 100,0, -1, 0, // Keldon

};




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#6 10 years ago

Ok I see what you have there is modified aip files for the cardassians. In order for the AI to use the ships and stations you mod in these files have to be changed to include the new units. Since the AI generaly ignored in favor of humans most people don't bother. You can make the changes yourself but it is not needed for you to use the ships. If you want to do this download westworlds big book of moding. The information you need will be in there.




firewarrior1705

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#7 10 years ago

Well, I was thinking about adding the rest of my modded ships according to the way that Attack fighter is done, I have many cool Dominion ships I'd like to battle when I'm playing feds or klingons. I hope it'll work. My last 2 attepts to create ai files were less then succesful :(




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#8 10 years ago

Theres a tutorial in the BBOM on how to make AIPs. You can even mak them their own race if you want. The way the fighter is done can be used as an example, between that and the BBOM you should be able to do it.




firewarrior1705

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#9 10 years ago

Thanks for the tips ;) I'll try it when I have the time




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#10 10 years ago

Good luck.