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AI not building space colonies


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#21 Kitkun

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Posted 12 February 2009 - 08:03 PM

I downloaded the files in Spawning Star Bases thread, and have had no change in the AI behavior.

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#22 Guest_StarWars_*

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Posted 13 February 2009 - 02:17 AM

Political control has to do with the diplomacy system that PG cut early in development, so that tag does nothing.

Is it possible to revive it and add it to its full extent? Or would that be hardcoded.

#23 Tropical Bob

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Posted 13 February 2009 - 06:14 AM

Political control has to do with the diplomacy system that PG cut early in development, so that tag does nothing.

Is it possible to revive it and add it to its full extent? Or would that be hardcoded.

Pretty sure it's hardcoded.

If PR could revive concepts and add them in, the game would no longer be EaW. :cool2:

#24 Ghostrider

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Posted 13 February 2009 - 01:45 PM

I downloaded the files in Spawning Star Bases thread, and have had no change in the AI behavior.


Yeah. When we looked at the file all that changed was spawn time and compliments. That won't change a thing. He musta done something else.

#25 coinich

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Posted 13 February 2009 - 04:07 PM

Can you simply recieve his entire copy of PR and do a seperate install and figure out what he has going with his setup?

#26 Phoenix Rising

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Posted 13 February 2009 - 06:49 PM

Political control has to do with the diplomacy system that PG cut early in development, so that tag does nothing.

Is it possible to revive it and add it to its full extent? Or would that be hardcoded.

Heh, it wasn't even finished in the first place. At least I'm pretty sure someone asked the devs just that and that was their response.

Can you simply recieve his entire copy of PR and do a seperate install and figure out what he has going with his setup?

Yes... if you enjoy putting every file through UltraCompare. Frankly, I'm not sufficiently convinced that he has the AI building Space Colony 1s. I'd suggest a screenshot.

#27 cpl0311

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Posted 14 February 2009 - 11:17 AM

[/quote] Yes... if you enjoy putting every file through UltraCompare. Frankly, I'm not sufficiently convinced that he has the AI building Space Colony 1s. I'd suggest a screenshot.
[/quote]


You are correct. Until yesterday I didn't realize there was a problem with the Reb station AI. I actually never mentioned that I had Rebs building larger starbases. I simply gave the Pirates all level 4/5 stations because they had no build AI. Now that I know the Rebs have a problem I will look into it.

A 5 minute test I performed this morning before work showed me this.

I gave the Rebs Ord Pardon as I have Trasi. Their starting units were 1 ground platoon and 1 barracks, no space units or stations. I parked Cronal there and left the game alone for about 10 minutes. When I returned the Rebs had built 4 MC40 1 Dreadnaught and some Y wings. Yet they still had no stations. Curious, how were they building the ships? Plot thickens.

I will probably start with Goals, Functions or something of the like. I'm not sure if you have changed anything from 1.0 so I'm going to go back and compare there also.

Edited by cpl0311, 14 February 2009 - 11:19 AM.


#28 Tropical Bob

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Posted 14 February 2009 - 05:47 PM

You are correct. Until yesterday I didn't realize there was a problem with the Reb station AI. I actually never mentioned that I had Rebs building larger starbases. I simply gave the Pirates all level 4/5 stations because they had no build AI. Now that I know the Rebs have a problem I will look into it.

That was my bad sorry. I had misread one of your posts.

I gave the Rebs Ord Pardon as I have Trasi. Their starting units were 1 ground platoon and 1 barracks, no space units or stations. I parked Cronal there and left the game alone for about 10 minutes. When I returned the Rebs had built 4 MC40 1 Dreadnaught and some Y wings. Yet they still had no stations. Curious, how were they building the ships? Plot thickens.

They might have taken a string of planets to Ord Pardron?

I will probably start with Goals, Functions or something of the like. I'm not sure if you have changed anything from 1.0 so I'm going to go back and compare there also.

I hope you have better luck than I've been having. I've tried some crazy stuff.

#29 cpl0311

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Posted 14 February 2009 - 06:20 PM

Bob I actually made them build tremendously slower so I'll just reverse the process and see what happens.


No when I did the Ord_Pardon thing they started out there, and the next closest planet was Alderran. You don't understand when I say they magically built ships from nothing. I literally mean just that. I understand that they were only level 1 ships though. Still it's strange.


Edit: I won't be able to touch the game again until monday. However monday night I will take a screenshot and post it up here. You will see ships and no star base. Full of WIN.

Edited by cpl0311, 14 February 2009 - 06:38 PM.


#30 Tropical Bob

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Posted 14 February 2009 - 09:20 PM

Well I know that there are magical unit spawns in the AI coding. Perhaps that's what happened?

#31 Phoenix Rising

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Posted 16 February 2009 - 06:46 PM

You are correct. Until yesterday I didn't realize there was a problem with the Reb station AI. I actually never mentioned that I had Rebs building larger starbases.

Just a misunderstanding I guess. No worries.

Well I know that there are magical unit spawns in the AI coding. Perhaps that's what happened?

I looked into using those to spawn star bases, but they appear to have been turned off for FoC. Not that you can't turn them back on, but I don't think the AI should be spontaneously spawning units in the release version.

#32 Kitkun

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Posted 16 February 2009 - 09:18 PM

If you can get it to work only on Space Colonies, it would certainly be worth it.

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#33 cpl0311

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Posted 17 February 2009 - 02:24 PM

You are correct. Until yesterday I didn't realize there was a problem with the Reb station AI. I actually never mentioned that I had Rebs building larger starbases.

Just a misunderstanding I guess. No worries.

Well I know that there are magical unit spawns in the AI coding. Perhaps that's what happened?

I looked into using those to spawn star bases, but they appear to have been turned off for FoC. Not that you can't turn them back on, but I don't think the AI should be spontaneously spawning units in the release version.




I am trying diligently to make this work. I need to know where you put the preq-s for star bases. I.e. where it says that star bases can only be built after colonies. I tried using the setting 0 for star base requirements (in star_base.xml), but then it ended up putting the star base button on the land build que, oddly.

So I am still forging ahead.

Also, the AI certainly is spawning the ships from nothing, I will provide screenies if necessary. They are building ships from the 3rd station (dreadnought + mc40's)

Edited by cpl0311, 17 February 2009 - 02:24 PM.


#34 Phoenix Rising

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Posted 17 February 2009 - 06:34 PM

I am trying diligently to make this work. I need to know where you put the preq-s for star bases. I.e. where it says that star bases can only be built after colonies. I tried using the setting 0 for star base requirements (in star_base.xml), but then it ended up putting the star base button on the land build que, oddly.

Well... that's it. Without a star base level requirement, it's just not a space unit, and the colony is our only proper star base now. Everything else is a glorified long-range scanner as far as the game is concerned.

#35 cpl0311

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Posted 18 February 2009 - 03:06 PM

I am trying diligently to make this work. I need to know where you put the preq-s for star bases. I.e. where it says that star bases can only be built after colonies. I tried using the setting 0 for star base requirements (in star_base.xml), but then it ended up putting the star base button on the land build que, oddly.

Well... that's it. Without a star base level requirement, it's just not a space unit, and the colony is our only proper star base now. Everything else is a glorified long-range scanner as far as the game is concerned.



In that case I can't make it work without more of your help, or a better understanding of listing building requests. When I set the requirements to 0 for starbases, they simply don't appear in the build menu.

#36 Phoenix Rising

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Posted 18 February 2009 - 06:27 PM

Yeah, exactly. The game, for whatever reason, requires redundancy for the space tab. You have to specify both that it's on the space queue and that it requires one star base (colony) level. That's the whole reason I added colonies in the first place - out of necessity.

#37 cpl0311

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Posted 18 February 2009 - 06:34 PM

Well the ground units function flawlessly. They build up structures, units and then send them to conquer. I'm going to take a look and see what is so different.

Is it possible that the perceptual equations are different? Your space combat is flawless. In fact out of the 10 people who I know that play your mod, it has been unanimously voted the best. The problem is clearly the infrastructure on both sides (since the empire won't build colonies either). Perhaps it's something in the infrastructure file. I will just keep poking around the files until I learn more.

#38 Phoenix Rising

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Posted 18 February 2009 - 08:04 PM

I don't know. I've been working on it off and on for the past three months and I'm just about out of ideas.

#39 anakinskysolo

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Posted 18 February 2009 - 10:14 PM

That's bad. What are you going to do?

#40 feld

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Posted 19 February 2009 - 02:20 PM

I don't know. I've been working on it off and on for the past three months and I'm just about out of ideas.

Neglecting the difficulty of getting PG to do it, would a patch by them solve your problem?

r/
feld



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