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Author Topic: And is standing in imperial civil war mod  (Read 2628 times)

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July 04, 2017, 09:50:58 AM

Offline kamil50000

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And is standing in imperial civil war mod
« on: July 04, 2017, 09:50:58 AM »
I will say briefly. Ai just stands. I would add that it also did not modify in any way any file ai. I have a question. Is it possible to improve ai ai files was furiously aggressive? Admiral's difficulty level did not help. Please help. Translating from Polish into Google Translate.

July 04, 2017, 04:42:36 PMReply #1

Offline Corey

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Re: And is standing in imperial civil war mod
« Reply #1 on: July 04, 2017, 04:42:36 PM »
Do you have Republic at War installed?
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July 05, 2017, 04:21:00 AMReply #2

Offline kamil50000

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Re: And is standing in imperial civil war mod
« Reply #2 on: July 05, 2017, 04:21:00 AM »
No. Clean install gold pack with gog. Everything is working properly and even beyond. I play the New Republic. I would add that since the beginning of the game in the gc (after processing the file in the folder conguests opponent has one planet and I have the rest of the planets, but I increased his income so that he did not feel weaker. Maybe this is the problem? That I'm not sure but ai not modified the I do not know how

July 05, 2017, 04:54:27 AMReply #3

Offline Corey

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Re: And is standing in imperial civil war mod
« Reply #3 on: July 05, 2017, 04:54:27 AM »
So, unless I'm misunderstanding, you made a GC with the AI controlling only one planet, and they're not moving from that planet? Typically, if the AI has only one planet, it's not going to attack at all, no matter how many credits you give it. For one thing, it's limited by pop cap and it likely can't meet the requirements to actually form an attack. This is why even in our versions of From the Gtround Up, the AI starts with more planets.
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July 05, 2017, 05:25:40 AMReply #4

Offline kamil50000

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Re: And is standing in imperial civil war mod
« Reply #4 on: July 05, 2017, 05:25:40 AM »
After Prost, I prefer to dominate the democratic factions of the new republic. This planet of remembrance empire is Garqi. How to change this attack requires that is appropriate to adjust the planet? Let me add also that the play was in Up From the Gtround and not modified the AI. The only purpose for the rest of the galaxy is ithor. I can fly to them through the trade route. They should also. So powedz me how to change this and still flew to the Garqi to Ithor? I know how but these files and although they are unencrypted I do not understand.

July 05, 2017, 06:44:55 AMReply #5

Offline kamil50000

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Re: And is standing in imperial civil war mod
« Reply #5 on: July 05, 2017, 06:44:55 AM »
Maybe this is my problem:
Function Definitions ()
MinContrastScale = 1.25
MaxContrastScale = 1.75

Category = "Conquer_Opponent"
TaskForce = {
- First Task Force
{
"SpaceForce"
, "MinimumTotalSize = 1"
, "MinimumTotalForce = 2"
"SpaceHero | Frigate | Capital | Corvette | Bomber | Fighter = 100%"
}
{
"Groundforce"
, "MinimumTotalSize = 1"
, "MinimumTotalForce = 2"
"LandHero | Vehicle | Infantry | Air = 100%"
}
}
RequiredCategories = "Infantry", "Corvette | Frigate | Capital | Super"} --Must have at least one ground unit, also make sure space force is reasonable

PerFailureContrastAdjust = 0.5
If so what is the value to enter? What files does the Ai cover for galaxy conquest?

July 05, 2017, 09:39:52 AMReply #6

Offline kamil50000

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Re: And is standing in imperial civil war mod
« Reply #6 on: July 05, 2017, 09:39:52 AM »
Maybe it is a problem that garqi population limit is 2000? I reduced it to a value of 20 and the space station level 1 to value 2. Maybe should the empire allow to build a level 5 station? I'm not quite sure so I'm asking you. I can not speak English only in Polish. English I know as much as I translate from google translator.

July 05, 2017, 11:08:21 AMReply #7

Offline kamil50000

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Re: And is standing in imperial civil war mod
« Reply #7 on: July 05, 2017, 11:08:21 AM »
Now I set who in the file:
Definicje funkcji ()
MinContrastScale = 1,25
MaxContrastScale = 1,75

Kategoria = "Conquer_Opponent"
TaskForce = {
- pierwsza grupa zadaniowa
{
"SpaceForce"
, "MinimumTotalSize = 40"
, "MinimumTotalForce = 40000"
"SpaceHero | Furgonetka | Stolica | Korweta | Bomber | Fighter = 100%"
}}
{
"Groundforce"
, "MinimumTotalSize = 4"
, "MinimumTotalForce = 20000"
"LandHero | Pojazd | Piechota | Powietrze = 100%"
}}
}}
WymaganeCategories = "Piechota", "Corvette | Frigate | Capital | Super"} - Muszą mieć przynajmniej jedną jednostkę naziemną, upewnić się, że przestrzeń kosmiczna jest rozsądna

PerFailureContrastAdjust = 0.5

SpaceSecured = true
LandSecured = true
MovingGroundForceToTarget = true
WasConflict = true

Trudność = "łatwe"
Jeśli wtedy PlayerObject
Trudność = PlayerObject.Get_Difficulty ()
koniec
Sleep_duration = trudnośćBasedMinPause (trudność)
koniec

Funkcja SpaceForce_Thread ()
- Ponieważ planujemy nie dostosować kontrastu, jesteśmy
- dotyczy tylko niepowodzeń w bitwie. Domyślnie
- planuje odnieść sukces
- tylko na wypadek zabitych naszych sił zadaniowych jest
- plan na stan nieudany.
SpaceForce.Set_Plan_Result (true)

SpaceSecured = fałsz

Jeśli SpaceForce.Are_All_Units_On_Free_Store () == prawda następnie
AssembleForce (SpaceForce)
jeszcze
BlockOnCommand (SpaceForce.Produce_Force ());
powrót
koniec

Jeśli SpaceForce.Get_Force_Count () == 0 wtedy
Jeśli EvaluatePerception ("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0
ScriptExit ()
jeszcze
SpaceSecured = true
koniec
jeszcze
BlockOnCommand (SpaceForce.Move_To (cel))
WasConflict = true
Jeśli SpaceForce.Get_Force_Count () == 0 wtedy
SpaceForce.Set_Plan_Result (false)
Exit_Plan_With_Possible_Sleep ()
koniec

SpaceSecured = true

Chociaż nie LandSecured
Sen (5)
koniec

SpaceForce.Release_Forces (1.0)
koniec
koniec

Funkcja GroundForce_Thread ()
- Muszą być wykonane przez oba zadania - czasami możemy tylko stworzyć siłę, a jeśli my
- Zdajemy sobie sprawę, że porażka zakończy się szaloną skokową eskalacją.
GroundForce.Set_Plan_Result (true)

Jeśli GroundForce.Are_All_Units_On_Free_Store () == prawda następnie
AssembleForce (Groundforce)
jeszcze
BlockOnCommand (GroundForce.Produce_Force ());
powrót
koniec

LandUnits (Groundforce)

Chociaż nie SpaceSecured
Jeśli WasConflict wtedy
Exit_Plan_With_Possible_Sleep ()
koniec
Sen (5)
koniec

Jeśli nie LaunchUnits (GroundForce)
Exit_Plan_With_Possible_Sleep ()
koniec

Jeśli EvaluatePerception ("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0
Exit_Plan_With_Possible_Sleep ()
koniec

MovingGroundForceToTarget = true
BlockOnCommand (GroundForce.Move_To (cel))
MovingGroundForceToTarget = fałsz
WasConflict = true
Jeśli Invade (GroundForce) == false to
GroundForce.Set_Plan_Result (false)
Exit_Plan_With_Possible_Sleep ()
koniec

- Ten plan w ogóle się nie powiedzie; Upewnij się, że systemy AI nie są usuwane
GroundForce.Set_As_Goal_System_Removable (false)
GroundForce.Test_Target_Contrast (false)

LandSecured = true

GroundForce.Release_Forces (1.0)

Fundusze (obiekt PlayerObject, cel)

Exit_Plan_With_Possible_Sleep ()
koniec

Funkcja Exit_Plan_With_Possible_Sleep ()
Jeśli SpaceForce wtedy
SpaceForce.Release_Forces (1.0)
koniec
GroundForce.Release_Forces (1.0)
Jeśli WasConflict (a nie GalacticAttackAllowed (trudność, 1)), wtedy
Uśpienie (czas zwłoki)
koniec
ScriptExit ()
koniec

Funkcja SpaceForce_Production_Failed (tf, failed_object_type)
ScriptExit ()
koniec

Funkcja GroundForce_Production_Failed (tf, failed_object_type)
ScriptExit ()
koniec

Funkcja SpaceForce_Original_Target_Owner_Changed (tf, old_owner, new_owner)
--Nie przejdź do neutralnego - może to być tylko tymczasowe w drodze
- wchodząc w moją kontrolę.
Jeśli new_owner ~ = PlayerObject i new_owner.Is_Neutral () == false wtedy
Jeśli (nie LandSecured) lub (PlayerObject.Get_Difficulty () == "Łatwe") następnie
ScriptExit ()
koniec
koniec
koniec

Funkcja GroundForce_Original_Target_Owner_Changed (tf, old_owner, new_owner)
--Nie przejdź do neutralnego - może to być tylko tymczasowe w drodze
- wchodząc w moją kontrolę.
Jeśli new_owner ~ = PlayerObject i new_owner.Is_Neutral () == false wtedy
Jeśli (nie LandSecured) lub (PlayerObject.Get_Difficulty () == "Łatwe") następnie
ScriptExit ()
koniec
koniec
koniec

Funkcja SpaceForce_No_Units_Remaining ()
Jeśli nie LandSecured
SpaceForce.Set_Plan_Result (false)
- Nie wychodź, ponieważ musimy spać, aby wymusić opóźnienia między atakami AI (nie można wykonać wewnątrz procedury obsługi zdarzenia)
koniec
koniec

Funkcja GroundForce_No_Units_Remaining ()
Jeśli nie LandSecured
GroundForce.Set_Plan_Result (false)
- Nie wychodź, ponieważ musimy spać, aby wymusić opóźnienia między atakami AI (nie można wykonać wewnątrz procedury obsługi zdarzenia)
koniec
koniec

MI DEPENDS ON THIS MAP AND HOW MY MOST AGGRESSIVE AI. PLEASE HELP.
« Last Edit: July 05, 2017, 11:10:13 AM by kamil50000 »

July 05, 2017, 12:56:28 PMReply #8

Offline kamil50000

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Re: And is standing in imperial civil war mod
« Reply #8 on: July 05, 2017, 12:56:28 PM »
I care about this map and the most aggressive AI.

 

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