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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

How To?: AI Preplacement

Submitted by Nevyn on Thu, 2007-02-01 14:24. SE:V MODs

As it says..... How does one get the AI to preplace Units for their own empires around planets and warp points and things.

‹ Modable warp points Upcomming v0.54 of Inter-related mod. ›
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Re: How To?: AI Preplacement

Submitted by evilginger on Thu, 2007-02-01 23:55.

apart from taking over the AI in question for a turn in game and doing it for it it has to be done via scripting for the AI and from what I have seen it seems to work resonably well at that.

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Re: How To?: AI Preplacement

Submitted by BlueM99n84 on Sun, 2007-02-04 00:44.

Interesting conversation because it smacks of writing script that will allow the AI to establish tactics. There is an enemy analysis txt file and as such an associated script but the text file is pretty much empty. If that were fully developed this would be where you would find the decisions made to which influence preplacement and designs.

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Re: How To?: AI Preplacement

Submitted by Nevyn on Sun, 2007-02-04 00:49.

Apparently no-one knows and I'll have to find out on my own how to preplace inside a sector....
I'll let you know if I manage to do anything, like getting satallites deployed in a ring around a warp point with defence bases backing them,.... so when you come through they kick your ships asses. Rather than all in a clump that you can pick off one by one, etc.

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Captain Kwok's picture
Mod Designer

Re: How To?: AI Preplacement

Submitted by Captain Kwok on Sun, 2007-02-04 10:35.

The AI's placement would be controlled by the same hardcoded function as the player's when they dump units into a sector.

What we really need is a formations file or entries in formations.txt for laying out patterns of units. Then with a few new built-in functions for the AI, we can script them to use certain layouts.

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Space Empires Depot | SE:V Balance Mod

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