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Author Topic: Changing ship availability for AI  (Read 1540 times)

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August 28, 2017, 09:12:28 AM

TonPhanan

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Changing ship availability for AI
« on: August 28, 2017, 09:12:28 AM »
Hi there,

I'm sorry if this was brought up before, but my basic search skills weren't able to produce any good results :s.

Basically, I'm getting attacked on a regular by the Remnant, always sending at least one SSD, sometimes up to three at a time, only accompanied by Lancers and stuff like that. Was fun for the first times, but it kinda gets annoying having to defend again and again against these raids, so I wondered if there's a way to deny the AI access to SSD's altogether? It's been a while, so I only vaguely remember that there might've been a way to do so by editing one of the XML's, but I'm not sure about whether this just is something out of my imagination or even how to do that, if possible. I also wonder if the life time build limit applies to the AI at all, since I lost count over how many SSD's Isard has already sent against my defenses on Ord Mantell ;>...

Thank you very much in advance for any help regarding this matter and a big thank you to the TR team for making EAW one of the best games ever :D!

August 28, 2017, 09:58:22 AMReply #1

Offline kucsidave

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Re: Changing ship availability for AI
« Reply #1 on: August 28, 2017, 09:58:22 AM »
sadly the AI does not give a dam about build limits at all.
about restricting SSDs to players:
Players already use SSDs much more efficently than the AI thanks to the pathfinding which is sadly a game engine problem to begin with, that's why anything larger than a star destroyer starts to struggle.
Also we are trying to do everything we can about the AI spamming fleets. But locking out SSDs for the AI would be just the last nail in that coffin.
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 28, 2017, 11:47:24 AMReply #2

TonPhanan

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Re: Changing ship availability for AI
« Reply #2 on: August 28, 2017, 11:47:24 AM »
Thanks for the quick response :).

Yeah, figured that much, kinda sad nobody ever released the source code so someone could've fix the game's shortcomings ;>.
I didn't mean you to lock SSD's for the AI entirely (the Emperor forbid :P) and I certainly don't hope it comes to that, I was just curious if there's any way for me to edit my game accordingly, like more of an temporary fix via a quick XML edit.
Well... and if not, there's always rushing towards Kuat and denying them any capital ship production whatsoever, so... seems like the soon to be NR has to stop turtling and go on the offensive :>.

Oh, and btw - can't wait to get my hands on the 2.2 release, what I've seen on Corey's channel so far looks amazing! I always wished for Gladiators and AT-PT's in TR, the work you guys put in this mod even so many years after the initial release is remarkable :)!

September 09, 2017, 02:51:40 AMReply #3

Offline briG

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Re: Changing ship availability for AI
« Reply #3 on: September 09, 2017, 02:51:40 AM »
In a different mod I massively increased the cost of SSDs(like x100) in the xml and I saw them much less often. Maybe was a bit too easy, but it did serve its purpose as a workaround.

 

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