RE: Colonizing planets/AI -1 reply

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rifraf

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24th July 2003

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#1 6 years ago

I spent about 2 hours last nite combing through old post back to 2009 and can't believe I haven't played this game in over 1.5 years. Not sure if some of the regulars from back then are still around?

Anyway, I had talked some about the AI colonizing planets and think I have a way that may work better than giving the AI-only a colony ship with 5000 crew since they can only colonize a planet once (not upgrading population to a higher number) unless the planet population is killed off for them to start over.

Not sure if anyone's tried this but, at the bottom of the RTS.config is the planet information for different pop. levels. I'm gonna let every planet be able to be colonized with 1000. That will be the max so planets won't have to be upgraded to hold more people and the AI can colonize all planets if they kill the existing people and I won't have the advantage of colonizing the same planet multiple times.

In each planet.odf change maxPopulation to sparse, change/or add maxCrewGain to 1000 and maximumCrew to 1000, make sure they're colonizable. maxCrewGain can be higher for bigger planets and lower for smaller planets. Some figure that is set to give your crew pool numbers and incentive to capture planets.

I may try adding an intrinsicValue to all planets to give the AI incentive to attack them. I see the officerGain option as well and my experiment with that to grow your officer pool as well instead of just giving all races 999 officers?

Anyone messed with these before?




Freyr VIP Member

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6th February 2005

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#2 6 years ago

A few of the regulars may still be around, but probably not a huge number. After 10/11 years for A2 & A1 respectively I think it's fair to say our community has passed it's best. =p

As to your query; In ye old days of lore when I was playing A2 online competitively, I tested if having 5 crew on a planet made any difference to 5k on crew production rate. There was no visible difference between the two. My conclusion was that it was the civilian population that made the difference, not the crew.

I'm not sure if you understood that, but it's worth mentioning since you mentioned crew. Removing the ability to colonise planets to beyond 1000 colonists would work as far as levelling the playing field for the AI is concerned.

The only issue I can see with giving a planet an incredibly high intrinsic value is that the AI needs battleships to attack a planet, and it may not have them. The AI might "attack" a planet with a bunch of destroyers and cruisers and get "stuck" as it can't hurt the planet instead of doing something useful with them.

Of course, this can be resolved to a point with the build list if your completely custom creating an AI.




StarBlade

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7th January 2006

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#3 6 years ago
Freyr;5612858the AI needs battleships to attack a planet, and it may not have them. The AI might "attack" a planet with a bunch of destroyers and cruisers and get "stuck" as it can't hurt the planet instead of doing something useful with them.

Sounds like a blockade. Maybe they can't target the population of the planet but they can take out orbital stations, freighters and cargo ships pretty easily. It might actually give the AI something to do OTHER than rush the base.




rifraf

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#4 6 years ago

Currently, the AI can't attack a planet now without battleships so I'm gonna give cruisers the ability as well and try that. That way the AI can harass others a little earlier and make you stop them from killing off your planet. You need to keep your crew pool up so you'll want to stop them. I may take away the planetary shields as well so the AI won't spend several minutes just trying to kill a planet?

I'm going to try and make is so you start off with a limited amount of crew and officers so you're forced to colonize planets in order to get more crew for your pool and have access to more officers. I'll probably give the starbases full or almost full crew as well if I start them with bases so they don't just recrew their base right off the bat and limit their crew availability from the start.




rifraf

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#5 6 years ago

I seem to have hit a snag. I reinstalled the game and am starting from scratch with the A2 Upgrade Project 2.0 as the only mod for now. Anyway, every game I play it starts you off with 650 available officers but I can't find a single ODF or .config that tells the game to start you with that many officers? Is that number hardcoded and not changeable? Otherwise using the officerGain line would be pointless.

In the big book of modding under ODF's it states a line "maximumUpgrades = 6," and describes it as the max number of officer upgrades the station can build. It doesn't state if that is for A1 or A2 but I'm not sure what that even means?




Dominus_Noctis

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#6 6 years ago

Only in Armada 1 can you upgrade your officer cap - Armada 2's officers are controlled solely via the RTS_CFG.h commands.




rifraf

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#7 6 years ago

Well I made all planets colonizable and changed the civilian pop to 1000 for each using different crew gain values that way you only colonize each one once and the AI has the same chance for getting more crew as you. Works good and they have no problem killing planets and then beaming their people over to capture. Just need to tweak some values and that's it. I also saw the officer limit line in the RTS.config so thank you D_N.