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AI not building space colonies


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#1 bob345

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Posted 29 January 2009 - 01:16 AM

I was thinking about how the AI wasn't building spacecolonies and I figure it's due to it taking the place of the spacestation but using a different name and using the model for the Zhan spacestation, I think that if instead of useing spacecolonies go back to using spacestations as the base spacestructure but without the ability to build space units, then to build ships add five different types of shipyards.



Just out of curiosity does the Ai build Golans on it's own?

#2 Kitkun

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Posted 29 January 2009 - 01:24 AM

Doubtful. A name and model change really shouldn't affect it that much. It's most likely some odd script somewhere. Perhaps the AI is not allocating any funds for Space Colonies?

The AI builds the starbases just fine, though it seems to prefer the production stations over the Golans and XQ5.

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#3 bob345

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Posted 29 January 2009 - 01:58 AM

The reason that I think the name and model change would effect the spacecolonies being built is that the game was designed having the spacestatios as the central spacestructure so with them being replaced the AI would see a different structure serving the same purpose but it'll still want to build a spacestation first so it'll search for the build option and not realise that it needs the spacecolony first instead of the space station

#4 Kitkun

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Posted 29 January 2009 - 02:27 AM

It's a lua script that gets the AI to build the spacestations, and PR did change the script accordingly.

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#5 Pred the Penguin

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Posted 29 January 2009 - 04:42 AM

Apparently just not the right way...

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#6 Ghostrider

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Posted 29 January 2009 - 03:53 PM

Apparently just not the right way...


Just so you know, PR and I have had these sorts of conversations already.
It's something we have yet to find in the code that's causing a problem.
We'll get there though.

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#7 trenthowell

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Posted 29 January 2009 - 07:32 PM

Much like the AI did not like to upgrade back in the day, because the upgrades did not have any inherent value (the item they produced was not a ship, had no weapons, etc), could it be that the AI does not recognize the value of Space Colonies? Could changing their price, and adding one or two production units to them perhaps fix the problem?

#8 Kitkun

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Posted 29 January 2009 - 07:40 PM

Changing price and other values like that had no effect for me. Units might be another story, as the AI seems to prefer the production starbases over the Golan and XQ platforms, I'll try that when I get back from work.
Might also be why the non-production space structures appear to have had separate scripts... Though I'm no lua coder.

Edited by Kitkun, 29 January 2009 - 07:42 PM.

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#9 Phoenix Rising

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Posted 05 February 2009 - 10:55 PM

The script in question is UpgradeStarbasePlan.lua and I can think of no reason why it wouldn't work. It's not inherently different from how it was in v1.0 or vanilla and damage and AI combat power values were not changed for this version.

It's pre-caching the script 16 times, which should force it to run regardless of the circumstances of the game to begin with. On a new planet, the only buildable option on the list is your faction's first space colony level, but for whatever reason, it's not building this.

I've tried shortening the list and using only the first space colonies; I've tried adding an entirely new perception for the first level only. Nothing works. The problem is likely somewhere else in the scripts, but I've been unable to isolate it. And, yeah, I did all of this before the release to no avail :p.

#10 Tropical Bob

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Posted 05 February 2009 - 11:12 PM

The script in question is UpgradeStarbasePlan.lua and I can think of no reason why it wouldn't work. It's not inherently different from how it was in v1.0 or vanilla and damage and AI combat power values were not changed for this version.

It's pre-caching the script 16 times, which should force it to run regardless of the circumstances of the game to begin with. On a new planet, the only buildable option on the list is your faction's first space colony level, but for whatever reason, it's not building this.

I've tried shortening the list and using only the first space colonies; I've tried adding an entirely new perception for the first level only. Nothing works. The problem is likely somewhere else in the scripts, but I've been unable to isolate it. And, yeah, I did all of this before the release to no avail :p.

That cpl guy said he got the AI to start building them, and that he PM'd Ghost something about it. Look into that perhaps?
Whoops...

Edited by Tropical Bob, 09 February 2009 - 06:05 PM.


#11 Ghostrider

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Posted 09 February 2009 - 10:09 AM

That cpl guy said he got the AI to start building them, and that he PM'd Ghost something about it. Look into that perhaps?


He did contact me. I asked him to send me and PR the code. Really looking forward to receiving it!

#12 Tropical Bob

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Posted 09 February 2009 - 06:07 PM

Could perhaps the <Damage> or <Political_Control> tags have something to do with the AI not building the stations? I noticed that Damage was reduced to 0 for the Space Colonies, and that Political Control was a completely new tag for them.

That cpl guy said he got the AI to start building them, and that he PM'd Ghost something about it. Look into that perhaps?


He did contact me. I asked him to send me and PR the code. Really looking forward to receiving it!

*Cough*

I think I misunderstood the post I had read upon second readings. My bad... :thumbsupsmiley:

Edited by Tropical Bob, 09 February 2009 - 07:42 PM.


#13 Phoenix Rising

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Posted 09 February 2009 - 11:16 PM

Could perhaps the <Damage> or <Political_Control> tags have something to do with the AI not building the stations?

Political control has to do with the diplomacy system that PG cut early in development, so that tag does nothing. As for damage, you can try it. Try anything at this point.

#14 SpardaSon21

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Posted 10 February 2009 - 06:37 AM

Jesus. How much of EAW was cut? All of it?

#15 Phoenix Rising

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Posted 10 February 2009 - 07:02 AM

It seems someone preferred that they spend their time changing the Carrack to the Tartan, the "assault frigate" to the "assault frigate mark II", the TIE Crawler to the TIE Mauler, and so on.

#16 Tropical Bob

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Posted 10 February 2009 - 07:30 AM

Reverting the <Damage> values back to v1.0's didn't seem to have an effect, and neither did the other little hair-brained schemes I tried.

Do you think that splitting this bit from UpgradeStarbasePlan.lua into two functions, one containing first level Star Colonies for "Build_Initial_Starbase_Only" and having everything else under "Upgrade_Starbase" (Or something like that...), might make any difference?
function Definitions()
	DebugMessage("%s -- In Definitions", tostring(Script))
	
	Category = "Upgrade_Starbase | Build_Initial_Starbase_Only"
	IgnoreTarget = true
	TaskForce = {
	{
		"BaseForce",
		"CSA_Space_Colony_1 | CSA_Space_Colony_2 | CSA_Space_Colony_3 | CSA_Space_Colony_4 | CSA_Space_Colony_5 | CSA_Star_Base_1 | CSA_Star_Base_2 | CSA_Star_Base_3 | CSA_Star_Base_4 | CSA_Star_Base_5 | CSA_XQ5_Platform | CSA_Golan_Space_Defense_SpaceGun | CSA_Golan_II_Space_Defense_SpaceGun | CSA_Golan_III_Space_Defense_NovaGun | E_Space_Colony_1 | E_Space_Colony_2 | E_Space_Colony_3 | E_Space_Colony_4 | E_Space_Colony_5 | E_Star_Base_1 | E_Star_Base_1_2 | E_Star_Base_1_3 | E_Star_Base_1_4 | E_Star_Base_1_5 | E_Star_Base_1_6 | E_Star_Base_1_7 | E_Star_Base_1_8 | E_Star_Base_2 | E_Star_Base_2_2 | E_Star_Base_2_3 | E_Star_Base_2_4 | E_Star_Base_2_5 | E_Star_Base_2_6 | E_Star_Base_2_7 | E_Star_Base_2_8 | E_Star_Base_3 | E_Star_Base_3_2 | E_Star_Base_3_3 | E_Star_Base_3_4 | E_Star_Base_3_5 | E_Star_Base_3_6 | E_Star_Base_3_7 | E_Star_Base_3_8 | E_Star_Base_4 | E_Star_Base_4_2 | E_Star_Base_4_3 | E_Star_Base_4_4 | E_Star_Base_4_5 | E_Star_Base_4_6 | E_Star_Base_4_7 | E_Star_Base_4_8 | E_Star_Base_5 | E_Star_Base_5_2 | E_Star_Base_5_3 | E_Star_Base_5_4 | E_Star_Base_5_5 | E_Star_Base_5_6 | E_Star_Base_5_7 | E_Star_Base_5_8 | E_XQ5_Platform | E_Golan_Space_Defense_SpaceGun | E_Golan_II_Space_Defense_SpaceGun | E_Golan_III_Space_Defense_NovaGun | R_Space_Colony_1 | R_Space_Colony_2 | R_Space_Colony_3 | R_Space_Colony_4 | R_Space_Colony_5 | R_Star_Base_1 | R_Star_Base_1_2 | R_Star_Base_1_3 | R_Star_Base_1_4 | R_Star_Base_1_5 | R_Star_Base_1_6 | R_Star_Base_1_7 | R_Star_Base_1_8 | R_Star_Base_2 | R_Star_Base_2_2 | R_Star_Base_2_3 | R_Star_Base_2_4 | R_Star_Base_2_5 | R_Star_Base_2_6 | R_Star_Base_2_7 | R_Star_Base_2_8 | R_Star_Base_3 | R_Star_Base_3_2 | R_Star_Base_3_3 | R_Star_Base_3_4 | R_Star_Base_3_5 | R_Star_Base_3_6 | R_Star_Base_3_7 | R_Star_Base_3_8 | R_Star_Base_4 | R_Star_Base_4_2 | R_Star_Base_4_3 | R_Star_Base_4_4 | R_Star_Base_4_5 | R_Star_Base_4_6 | R_Star_Base_4_7 | R_Star_Base_4_8 | R_Star_Base_5 | R_Star_Base_5_2 | R_Star_Base_5_3 | R_Star_Base_5_4 | R_Star_Base_5_5 | R_Star_Base_5_6 | R_Star_Base_5_7 | R_Star_Base_5_8 | R_XQ5_Platform | R_Golan_Space_Defense_SpaceGun | R_Golan_II_Space_Defense_SpaceGun | R_Golan_III_Space_Defense_NovaGun = 1"
	}
	}

	DebugMessage("%s -- Done Definitions", tostring(Script))
end

Edited by Tropical Bob, 10 February 2009 - 07:33 AM.


#17 Phoenix Rising

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Posted 10 February 2009 - 08:33 PM

Do you think that splitting this bit from UpgradeStarbasePlan.lua into two functions, one containing first level Star Colonies for "Build_Initial_Starbase_Only" and having everything else under "Upgrade_Starbase" (Or something like that...), might make any difference?

I've done that before and it doesn't change anything.

#18 Ghostrider

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Posted 12 February 2009 - 09:48 AM

The CPL guy got back to me. It seems he changed his starbases to spawn ships instead of just fighters and now the AI builds things. To the point of spamming out the game at week 105 or so. - eg. Level 5 starbase has a compliment of Carracks and Tectors.

How could just changing the compliments on starbases cause the AI to build a truckload of warships & bases????

#19 Tropical Bob

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Posted 12 February 2009 - 05:35 PM

Well, if you guys decide to go with pirate space stations with garrisons, you can still preserve the uniqueness of each planet by creating a space colony variant for each planet that will have the planet's ship roster garrisoned to it. It's a lot of work, but it can keep the epic feel while reducing GC lag.

On the subject of getting Space Colonies built by the AI, is there a script you can put in that gives the first level Space Colony for free when the AI conquers a planet? If so, perhaps it'll upgrade from there?

Edited by Tropical Bob, 12 February 2009 - 08:20 PM.


#20 coinich

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Posted 12 February 2009 - 05:45 PM

The CPL guy got back to me. It seems he changed his starbases to spawn ships instead of just fighters and now the AI builds things. To the point of spamming out the game at week 105 or so. - eg. Level 5 starbase has a compliment of Carracks and Tectors.

How could just changing the compliments on starbases cause the AI to build a truckload of warships & bases????


Actually, doesn't this kind of support the Moff sector fleets and the "25,000 Star Destroyers" idea?

Does the AI make smart choices, or go for the Lvl 5 each time (if available)?



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