AI and unique Improvements/Ship Components

Im working on a Faction with its own Tech-Tree, Improvements and Ship-Components,

but right now the AI only builds a new Terraforming Improvement i made and a Military/Approval Improvement.

The other Improvements and Ship-Components are completly ignored.

 

Someone an idea how i can make the AI use those things?

 

(I Already tried changing the Placement types of the improvements but that didnt help)

12,219 views 6 replies
Reply #1 Top

The AI will only use ship components if they're in a blueprint - it doesn't really use the ship designer, it just has auto-upgrading blueprints to pick from. Not sure how it picks which planetary improvements to use yet.

Reply #2 Top

Quoting naselus, reply 1

The AI will only use ship components if they're in a blueprint - it doesn't really use the ship designer, it just has auto-upgrading blueprints to pick from.

The Blueprints work with ComponentTypes, meaning that you cant make a Blueprint with a specific Component (or can you?)

Reply #3 Top

The AI picks improvements to be built on a planet depending on the planet class and it's specialisation (hahaha, the idea of the AI specialising).

Take a look at the GovernorDef.xml and you can see what planetary improvements are built. It mostly comes down to x number of manufacturing, x number of farms, x number of approval etc. How the AI determines whether a colony is research, manufacturing, influence etc. I haven't been able to determine, it's probably hard coded.

Reply #4 Top

Quoting mortili, reply 2

The Blueprints work with ComponentTypes, meaning that you cant make a Blueprint with a specific Component (or can you?)

 

You could try giving it a unique componenttype. I've not really mucked around with ship design too much though - TurielD is the man to talk to on that front.

Reply #5 Top

Quoting rspiccaver, reply 3

Take a look at the GovernorDef.xml and you can see what planetary improvements are built. It mostly comes down to x number of manufacturing, x number of farms, x number of approval etc. How the AI determines whether a colony is research, manufacturing, influence etc. I haven't been able to determine, it's probably hard coded.

 

Hmmm. Looking at this, we could force-specialize the AI. If we pick the 'correct' specialization depending purely on planet size (economy for small, industry for medium, research for large), and then stacked the 'right' building choices, that would potentially lead to a much stronger planetary AI while we're waiting for Froggy to add in local awareness.

Reply #6 Top

Quoting naselus, reply 5

Hmmm. Looking at this, we could force-specialize the AI. If we pick the 'correct' specialization depending purely on planet size (economy for small, industry for medium, research for large), and then stacked the 'right' building choices, that would potentially lead to a much stronger planetary AI while we're waiting for Froggy to add in local awareness.

It could do with some tweaking and that did cross my mind, although I'm not sure how effective it will prove due to the fact sliders are set on a global level. There are definitely some improvements that could be made however.

Take a look at the growth worlds. I fail to see the point in the AI having a food world, I've seen these in action, why the AI needs a planet with 6+ farms I have no idea, especially since they more than likely don't have the approval for them.