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

Help with dynamic crew requirements + Forcing AI to make use of Small Hull sizes

Submitted by Kilson on Sun, 2007-04-29 14:24. SE:V MODs

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.

‹ Fleet AI components and tech areas ›
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Captain Kwok's picture
Mod Designer

Re: Help with dynamic crew requirements + Forcing AI to make use

Submitted by Captain Kwok on Mon, 2007-04-30 08:14.

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.
-----

Space Empires Depot | SE:V Balance Mod

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Re: Help with dynamic crew requirements + Forcing AI to make use

Submitted by Kilson on Mon, 2007-04-30 09:56.

Captain Kwok, Thanks for the reply, unfortunately the Get_Design_Ability_Total only seams to check if the total crew is = or greater than total

So right now if I have the Get_Design_Ability_Total it only requires the Largest Crew amount of any one component.

I need to find a formula that can add all the Amounts from the components and add them to the base Crew requirements from the VehicleSize file.

How SEV Sees it ....
If I have a frigate that has a base requirement of 10 crew.

Bridge requires 15 Crew
Basic Sensor requires 2 Crew
Combat Sensor requires 2 Crew
Capital Ship Missile Requires 25 Crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew
Ion Engine requires 2 crew

It should have required a crew total of 78, as SeV reads it only requires 25 Crew to meet the Capital Missiles need of 25 crew. Since 25 is greater than the requirements of the other components SEV is happy, but Im not... Hopefully this illustrates my problem more clearly.

Thanks.

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Mod Designer

Re: Help with dynamic crew requirements + Forcing AI to make use

Submitted by Gideon on Mon, 2007-04-30 11:08.

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.

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Mod Designer

Re: Help with dynamic crew requirements + Forcing AI to make use

Submitted by Phoenix-D on Mon, 2007-04-30 11:08.
Instead of having the components add crew "requirements", try having them SUBTRACT actual crew. So a crew quarter might give 50 crew, but the CSM would remove 25. Where are you putting the crew amounts in and what ability are you using for them, BTW?
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Re: Help with dynamic crew requirements + Forcing AI to make use

Submitted by Kilson on Mon, 2007-04-30 12:53.

Had not thought of Subtracting them . . . Thanks Phoenix-D. and Gideon .. I'll have to check when I get off work. . . as I don't have my files in front of me. I am using the crew requirements to add more balance to my mod, and to add some more realism. . you can thank the Military channel saw a show on WWII warships and how crew requirements for ships has changed with technology + David Weber(HH) on how crew requirement eats up valuable space and crew. On a side note I wonder if I could add crew as a resource. . . Probably have to wait for SEVI

Guess I need to learn more about moding the AI.

Thanks again.

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BlueTemplar's picture

Re: Help with dynamic crew requirements + Forcing AI to make use

Submitted by BlueTemplar on Tue, 2007-05-01 16:58.

Search for the Gritty Galaxies mod, it has implemented something like that...

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Mod Designer

Re: Help with dynamic crew requirements + Forcing AI to make use

Submitted by Gideon on Thu, 2007-05-03 12:35.

Phoenix-D wrote:
Instead of having the components add crew "requirements", try having them SUBTRACT actual crew. So a crew quarter might give 50 crew, but the CSM would remove 25.

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?

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Mod Designer

Re: Help with dynamic crew requirements + Forcing AI to make use

Submitted by Fyron on Thu, 2007-05-03 14:27.

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.


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