Why is the AI mining only one resource?
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posted on August 20th, 2017, 6:06 pm
I'm going to get kicked for flooding....
I'm still working on AIPs and a weird thing is happening. The AI places all the mining stations very close to the Dilithium moons and totally ignores Tritanium. It doesn't mine Tritanium at all! The mining ships are capable of mining it but the AI decides to ignore this resource completely and eventually it stalls because it doesn't have any Tritanium left....
Any ideas?
I'm still working on AIPs and a weird thing is happening. The AI places all the mining stations very close to the Dilithium moons and totally ignores Tritanium. It doesn't mine Tritanium at all! The mining ships are capable of mining it but the AI decides to ignore this resource completely and eventually it stalls because it doesn't have any Tritanium left....
Any ideas?
posted on August 22nd, 2017, 4:46 am
Not at all, we like lots of posts. Traffic is encouraging
Due to the resource changes the devs made in Fleet Operations, the AI isn't capable of mining properly. The best you can do is get the AI to build a few mining stations for the sake of appearances and add the freighters to the build list so the AI has to replace them if they are destroyed, thus delaying its actions a little.
You want to go into RTS_CFG.h and find the AI_COST_HANDICAP and AI_SPEED_HANDICAP values. Set the cost handicap to be very low, 0.1 or lower, and then use the build speed handicap to determine AI difficulty. In my mod, I use 1.0 for medium 0.75 for hard, and 0.5 for merciless AI.
So basically, let the AI build things for free and limit it using build times and build orders. When I was balancing different races against each other, I sometimes deliberately slowed down the AI through the build order (for example, having it research 3-4 special abilities in a row from the same tech building, which will cause the AI to stop advancing until it starts the final tech)

Due to the resource changes the devs made in Fleet Operations, the AI isn't capable of mining properly. The best you can do is get the AI to build a few mining stations for the sake of appearances and add the freighters to the build list so the AI has to replace them if they are destroyed, thus delaying its actions a little.
You want to go into RTS_CFG.h and find the AI_COST_HANDICAP and AI_SPEED_HANDICAP values. Set the cost handicap to be very low, 0.1 or lower, and then use the build speed handicap to determine AI difficulty. In my mod, I use 1.0 for medium 0.75 for hard, and 0.5 for merciless AI.
So basically, let the AI build things for free and limit it using build times and build orders. When I was balancing different races against each other, I sometimes deliberately slowed down the AI through the build order (for example, having it research 3-4 special abilities in a row from the same tech building, which will cause the AI to stop advancing until it starts the final tech)
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