Star Trek Armada II: Fleet Operations

Star Trek: Armada II Patch 1.2 Project => PP General => Topic started by: Achilles on January 25, 2008, 04:37:03 PM



Title: Modular yard issue
Post by: Achilles on January 25, 2008, 04:37:03 PM
ok nevermind, I sorted this by checking the forums history, could someone delete this, thanks.


Title: Re: Modular yard issue
Post by: Optec on January 25, 2008, 04:46:07 PM
armada2 had an error in its coding resolving the identity of pots which can build stuff by themselves, but i think that should have been fixed in the latest patch. there shouldn't be a problem with identical odfs either. One thing you could check is if your sod does really contain the 3 hardpoints for research yard1, yard2 and yard3.
You could also try to remove the baseName = "byard2" command, a odf with a changed basename is threated like the other odf, so all yards have the same odf from armadas perspective. shouldn't be a problem cause i do also use it in Fleet Operations, but we could try it :)


Title: Re: Modular yard issue
Post by: Achilles on January 25, 2008, 07:03:28 PM
well I fixed all that, thanks though Optec.

My problem now is the AI wont build the yards.


Title: Re: Modular yard issue
Post by: Optec on January 25, 2008, 08:46:16 PM
yep sadly thats an issue we are still working on. the ai does automatically look for a construction ship to build a base and does not consider research stations. but messing with the AI is a quite difficult thing - but its on the todo :)


Title: Re: Modular yard issue
Post by: Achilles on January 25, 2008, 08:51:06 PM
ahh I see, well it's something I can work around, and AI may be difficult but I am really enjoying the work you guys have done so far on the pp. my thanks.


Title: Re: Modular yard issue
Post by: RedShirt on January 25, 2008, 10:01:14 PM
How much AI modification does it look like it will take to integrate all the new Fleet Ops/PP features?


Title: Re: Modular yard issue
Post by: Blade on January 25, 2008, 11:38:18 PM
depends on the values of the maxbjildablenumber command and the techtree values
for the other stuff


Title: Re: Modular yard issue
Post by: Optec on January 26, 2008, 01:03:19 AM
the AI is something very difficult, as far as my knowledge goes DOCa is still working on understanding it :) just imagine how flexible it is..


Title: Re: Modular yard issue
Post by: Achilles on January 26, 2008, 01:05:14 AM
I do wonder why they put in such requirements when all it has to do is follow a build list.


Title: Re: Modular yard issue
Post by: Optec on January 26, 2008, 01:36:11 AM
well i don't think they wanted to establish this requirement. i'm not much into the programming stuff, but i could imagine that it checks the crafts it commands for function calls, and - perhaps to save time while iterating - it does only check construction rigs. or it does look for constructstation() functions and not for researchpod() functions.. well just guessing here :) they never needed any different in original Armada2 so they did not need to implement it :)