Rifraf
I know just enough to be a danger to myself
- Joined
- 25 Aug 2013
- Messages
- 1,236
- Age
- 51
So this is for my single player + mod which is for Fleet Ops and uses The Classic Mod as a parent. I'm experimenting with the build lists based on an untested AI that Freyr posted at FF in my AI modding thread a while back and I'm trying to adapt it for the Cardies. I have not altered the tech tree so the list is following proper technology levels however, it starts fine at the top of the list then at tech level 1.25 it builds the orbital, but won't build the cbattle or cdestroy at all. It then builds the ccolony, skips the attack ships again, builds the ccolony then skips the attack ships again and starts building the trading station.
It keeps skipping the attack ships and building only the orbital, mining, research and turrets. Only further down in my build list will it start building attack ships. Also, in the AI debugger it says the AI is at tech level 5 from the start even though I have it set to start at tech level 1. I'm really stumped as to this behavior and can't for the life of me see why it's doing it? Any ideas?
// TECH LEVEL 1 - MAIN BASE INFRASTRUCTURE
"cconst", 1, 0, -1, 1, // construction ship
"cmining", 1, 1, -1, 0, // mining stations
"corbital", 1, 1, -1, 0, // build an orbital station
"cbase", 1, 0, -1, 0, // starbase
"cfreight", 3, 0, -1, 0, // mining freighter - two freighters for each station
"cconst", 1, 0, -1, 0, // second construction ship
"cyard", 1, 0, -1, 0, // basic shipyard
"cresear", 1, 0, -1, 0, // basic research
"cyard2", 1, 0, -1, 0, // advanced shipyard
"cscout", 2, 0, -1, 0, // scout
"cfreight", 2, 0, -1, 0, // mining freighter - two freighters for each station
"ccolony", 1, 0, 1, 0, // colony ship
// TECH LEVEL 1.25 - STARTING BATTLESHIP PRODUCTION
"corbital", 1, 2, 5, 0, // second orbital station
"cbattle", 2, 0, 1, -2, // Galor
"cdestroy", 1, 0, 1, -2, // Rasilak
"ccolony", 1, 0, 1, 0, // colony ship
"cbattle", 2, 0, 1, -2, // Galor
"cdestroy", 1, 0, 1, -2, // Rasilak
"ccolony", 1, 0, 1, 0, // colony ship
"cbattle", 2, 0, 1, -2, // Galor
"cdestroy", 1, 0, 1, -2, // Rasilak
"cbattle", 1, 0, 3, -2, // Galor
"cdestroy", 1, 0, 3, -2, // Rasilak
// TECH LEVEL 1.5 - LATINUM COLLECTION OPERATIONS BEGIN
"ctrading", 1, 0, 3, 0, // Trade station in case there are no latinum desposits so the AI has at least some latinum income
"cdestroy", 1, 0, 1, -2, // Rasilak
"carpod5", 1, 0, -1, 0, // Tachyon Detection Grid to force start latinum mining
"cdestroy", 1, 0, 1, -2, // Rasilak
"cmining", 1, 2, 1, 0, // second mining station at the 2nd closest moon. I hope there is a second closest moon
"cfreight", 3, 0, -1, 0, // another extra 3 dil miners ARGH Why anybody thought you could write an AIP without knowing income eludes me
// TECH LEVEL 1.75 - BUILD MORE SHIPS, AND STALL FOR TIME TO BUILD UP LATINUM RESERVES
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"ccruise1", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"ccruise1", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
// TECH LEVEL 2 - RESEARCH II, RELAYS CROSSED THAT WE HAVE ENOUGH LATINUM GATHERED!
"cresear2", 1, 0, -1, 2, // Phase II research centre. We only want this for the upgrade centre tbh.
// TECH LEVEL 2 - STALLING IS BETTER THAN STICKING OR LOOPING. UNLESS YOUR IN AN AIRCRAFT.
"cbattle", 1, 0, 1, -4, // Galor
"cturret2", 1, 0, 1, -5, // torpedo turret
"cdestroy", 1, 0, 1, -4, // Rasilak
"cbattle", 1, 0, 1, -4, // Galor
"cturret2", 1, 0, 1, -5, // torpedo turret
"csrepair", 1, 0, -1, -4, // Repair ship in case we have damaged stations.
"cdestroy", 1, 0, 1, -4, // Rasilak
"cbattle", 1, 0, 1, -4, // Galor
"cturret2", 1, 0, 1, -5, // torpedo turret
"cdestroy", 1, 0, 1, -4, // Rasilak
"cbattle", 1, 0, 1, -4, // Galor
"cturret2", 1, 0, 1, -5, // torpedo turret
"cdestroy", 1, 0, 1, -4, // Rasilak
It keeps skipping the attack ships and building only the orbital, mining, research and turrets. Only further down in my build list will it start building attack ships. Also, in the AI debugger it says the AI is at tech level 5 from the start even though I have it set to start at tech level 1. I'm really stumped as to this behavior and can't for the life of me see why it's doing it? Any ideas?
// TECH LEVEL 1 - MAIN BASE INFRASTRUCTURE
"cconst", 1, 0, -1, 1, // construction ship
"cmining", 1, 1, -1, 0, // mining stations
"corbital", 1, 1, -1, 0, // build an orbital station
"cbase", 1, 0, -1, 0, // starbase
"cfreight", 3, 0, -1, 0, // mining freighter - two freighters for each station
"cconst", 1, 0, -1, 0, // second construction ship
"cyard", 1, 0, -1, 0, // basic shipyard
"cresear", 1, 0, -1, 0, // basic research
"cyard2", 1, 0, -1, 0, // advanced shipyard
"cscout", 2, 0, -1, 0, // scout
"cfreight", 2, 0, -1, 0, // mining freighter - two freighters for each station
"ccolony", 1, 0, 1, 0, // colony ship
// TECH LEVEL 1.25 - STARTING BATTLESHIP PRODUCTION
"corbital", 1, 2, 5, 0, // second orbital station
"cbattle", 2, 0, 1, -2, // Galor
"cdestroy", 1, 0, 1, -2, // Rasilak
"ccolony", 1, 0, 1, 0, // colony ship
"cbattle", 2, 0, 1, -2, // Galor
"cdestroy", 1, 0, 1, -2, // Rasilak
"ccolony", 1, 0, 1, 0, // colony ship
"cbattle", 2, 0, 1, -2, // Galor
"cdestroy", 1, 0, 1, -2, // Rasilak
"cbattle", 1, 0, 3, -2, // Galor
"cdestroy", 1, 0, 3, -2, // Rasilak
// TECH LEVEL 1.5 - LATINUM COLLECTION OPERATIONS BEGIN
"ctrading", 1, 0, 3, 0, // Trade station in case there are no latinum desposits so the AI has at least some latinum income
"cdestroy", 1, 0, 1, -2, // Rasilak
"carpod5", 1, 0, -1, 0, // Tachyon Detection Grid to force start latinum mining
"cdestroy", 1, 0, 1, -2, // Rasilak
"cmining", 1, 2, 1, 0, // second mining station at the 2nd closest moon. I hope there is a second closest moon
"cfreight", 3, 0, -1, 0, // another extra 3 dil miners ARGH Why anybody thought you could write an AIP without knowing income eludes me
// TECH LEVEL 1.75 - BUILD MORE SHIPS, AND STALL FOR TIME TO BUILD UP LATINUM RESERVES
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"ccruise1", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"ccruise1", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
"cbattle", 1, 0, 1, -3, // Galor
"cdestroy", 1, 0, 1, -3, // Rasilak
// TECH LEVEL 2 - RESEARCH II, RELAYS CROSSED THAT WE HAVE ENOUGH LATINUM GATHERED!
"cresear2", 1, 0, -1, 2, // Phase II research centre. We only want this for the upgrade centre tbh.
// TECH LEVEL 2 - STALLING IS BETTER THAN STICKING OR LOOPING. UNLESS YOUR IN AN AIRCRAFT.
"cbattle", 1, 0, 1, -4, // Galor
"cturret2", 1, 0, 1, -5, // torpedo turret
"cdestroy", 1, 0, 1, -4, // Rasilak
"cbattle", 1, 0, 1, -4, // Galor
"cturret2", 1, 0, 1, -5, // torpedo turret
"csrepair", 1, 0, -1, -4, // Repair ship in case we have damaged stations.
"cdestroy", 1, 0, 1, -4, // Rasilak
"cbattle", 1, 0, 1, -4, // Galor
"cturret2", 1, 0, 1, -5, // torpedo turret
"cdestroy", 1, 0, 1, -4, // Rasilak
"cbattle", 1, 0, 1, -4, // Galor
"cturret2", 1, 0, 1, -5, // torpedo turret
"cdestroy", 1, 0, 1, -4, // Rasilak