SIege Platforms?

How would I accomodate them to the AI?

I've been working on a new star base type for each race, but I've been concerned about the effects on the AI.  My intent was primarily to to create an alternative for the Vasari when sieging a world and secondarily provide such an alternative to the other races, but I'm not certain whether the other races' SPs would pan out like I want... namely, to be able to revert to the star base constructor when the siege is done.  Any suggestions on what I should do to make the AI adapt?

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Reply #1 Top

The AI is stupid, and cannot be modded.

You can use an ability to destroy the SP and spawn a constructor ship.

Then you must find an Autocast Condition for when to use this ability, as afaik the AI only uses autocast to use abilities. Try "OnlyWithNoOrder" from the Scout's Explore ability, or search for other similar conditions.

Other possibilities would include making the constructor ship itself the siege platform with an autocasted sieging ability, making the platform revert automatically after a set time, or maybe you can use the OnBuffFinish trigger to revert all SPs when the planet dies (A buff that affects all platforms in orbit, finishes OnOwnerChanged and kills the SP, spawning a constructor OnBuffFinish, use ApplyBuffToSelf followed by LastSpawnerNoLongerHasBuff to make sure you only affect SPs, which you give a dummy buff that LastSpawner... can check for)

 

Don't make the SPs Starbases though, as there's a limit on the # of SBs allowed on a planet, regardless of type (unless you want to prevent the player from also deploying an Orkulus of course)

Reply #2 Top

Yes, the idea is to limit the number of SPs in the grav well.  They are primarily meant not to bomb planets, but to assault defenses.  The Vasari one is meant to be a 'disposable' weapon, while the other two can bomb with abilities and can convert back to constructor ships via an ability.