Kal Naar -> RE: AI Ship Design (7/17/2011 9:36:37 PM)
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ORIGINAL: Igard Welcome to the forums.[:)] Very good point that hasn't been discussed nearly enough. There are only 4 settings to choose from, 0=Balanced, 1=Speed/Agility, 2=Power, 3=Efficiency. Then there are 2 optional design focuses for components Each race can select from two of these options, 0=None, 1=Beams, 2=Torpedoes, 3=Missiles, 4=Area Weapons, 5=Ion Weapons, 6=Fighters, 7=Shields, 8=Reactors, 9=Engines, 10=HyperDrives, 11=Hyper Disruption, 12=Construction, 13=Computers, 14=Sensors This is all we have to work with for modding the design focus of each race. There are a couple of good ideas, posted by Shark7 on the modder's masterlist thread :- http://www.matrixgames.com/forums/tm.asp?m=2526278 Taking some of Shark's ideas from this thread, we could expand greatly on what we have. Eg. Race will never design Area Effect weapons, Race will only develop level 1 armour, Race will only develop level 3 engines, etc. These are very good ideas, that way you could really create different gameplay styles for the different races. Also, dhouldn't the components be dependent to specific ship types? In my last save the Quameno had Capital Ships with Medical Center, does it make any sense? If the components are dependent to ship types, the ship designer will be easier to use since if I'm building a scout there should only appear the components available for a scout. That should also help the AI to narrow the necessary components for a given ship.
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