Help with dynamic crew requirements + Forcing AI to make use of Small Hull sizes |
Ok, I don't even know if this is possible right now with SEV. Have Crew requirements dynamic. Right now a frigate will require 50 Crew. What I would like to see is that crew requirements are based off the components put in the ship/ base.
And how would you make mounts affect crew requirements.
Normal Mount:
Anti-Proton Beam
Crew Requirements: It takes 5 crew to man this weapon.
Large mount:
Anti-Porton Beam
Crew Requirements: It takes 7 crew to man this weapon
How would you mod this in.
I have been pulling my hair out trying to get this to work, But the Get_Design_Ability_Total dose not do what I want it to do.
Any help would be appreciated.
Part 2,
Well the Ai refuses to build small ships,
Here is Part of the my mods Tech list, I wanted to Start out will a large amount of ship sizes to use, But the Ai goes for the largest ships possible , Any way for me to get it to use small ships to defend it self with at the start?
(Combat ship sizes)
Basic ship construction(starting Tech) Max Lvl 6
-Light ships-
Frigate(250Kt)
Destroyer(525Kt)
Light Cruiser(750Kt)
Light Carrier (800Kt)
-Capital Ships-
Cruiser(950Kt)
Heavy Cruiser(1250Kt)
Carrier(1400Kt)
-Battle Line Ships-
Battle Cruiser(1800Kt)
BattleShip(2600Kt)
Or if Im chaseing a cat up a tree,
And Yes I know that the ship sizes seam large, you should see the sizes for the Super Ship Construction tree,
Thanks in advance.
Re: Help with dynamic crew requirements + Forcing AI to make use
I don't believe that dynamic crew requirements, as you describe them, are possible within the current code bounds of SE5.
As for making the AI use more ship sizes, this is fully within the capabilities of SE5. It requires some mild changes to the AI, and some serious thought and planning on the part of the designer. It's actually something I'm planning on implementing in my mod.
Re: Help with dynamic crew requirements + Forcing AI to make use

Re: Help with dynamic crew requirements + Forcing AI to make use
Search for the Gritty Galaxies mod, it has implemented something like that...
Re: Help with dynamic crew requirements + Forcing AI to make use
Where are you putting the crew amounts in and what ability are you using for them, BTW?
Won't that make a ship more susceptable to crew-damaging weapons, like the toxic injector? Or am I missing something in my logic?
Re: Help with dynamic crew requirements + Forcing AI to make use
Gritty Galaxy mod implements dynamic crew requirements; check it out.
You will have to adjust crew-damaging weapons, naturally, to compensate for the modified system.
Another possibility is to use an AI Tag ability as a proxy for crew req. Each CQ component adds X ability value of, say, AI Tag 01 (possibly the same amount as the crew ability). Then, every crew-requiring component adds a negative amount of AI Tag 01, representing how much crew it requires. Every ship hull will need to have a requirement added, like:
Requirement 6 Description := Net crew balance must be greater than 0.
Requirement 6 Formula := Get_Design_Ability_Total("AI Tag 01", 1) > 0
This works perfectly, and has the nice side effect of not actually lowering total crew amounts. I used something similar to create (design-time) power requirements and power generators in a test mod; worked beautifully.
GG mod has a nice way of using several possible descriptors, to tell the player about how many more crew is required.




Re: Help with dynamic crew requirements + Forcing AI to make use
Look at the requirements for hulls in VehicleSizes.txt - you should be able to use the same formula statement on the components themselves for dynamic crew amounts.
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