AI not building space colonies
#1
Posted 29 January 2009 - 01:16 AM
Just out of curiosity does the Ai build Golans on it's own?
#2
Posted 29 January 2009 - 01:24 AM
The AI builds the starbases just fine, though it seems to prefer the production stations over the Golans and XQ5.
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#3
Posted 29 January 2009 - 01:58 AM
#7
Posted 29 January 2009 - 07:32 PM
#8
Posted 29 January 2009 - 07:40 PM
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.
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#9
Posted 05 February 2009 - 10:55 PM
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 .
#10
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 .
Whoops...
Edited by Tropical Bob, 09 February 2009 - 06:05 PM.
#12
Posted 09 February 2009 - 06:07 PM
*Cough*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!
I think I misunderstood the post I had read upon second readings. My bad...
Edited by Tropical Bob, 09 February 2009 - 07:42 PM.
#13
Posted 09 February 2009 - 11:16 PM
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.Could perhaps the <Damage> or <Political_Control> tags have something to do with the AI not building the stations?
#16
Posted 10 February 2009 - 07:30 AM
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
Posted 10 February 2009 - 08:33 PM
I've done that before and it doesn't change anything.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?
#18
Posted 12 February 2009 - 09:48 AM
How could just changing the compliments on starbases cause the AI to build a truckload of warships & bases????
#19
Posted 12 February 2009 - 05:35 PM
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
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)?
Reply to this topic
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users