Modular yard issue

Talk about anything related to old versions of Armada.
posted on January 25th, 2008, 3:37 pm
Last edited by Anonymous on January 25th, 2008, 3:41 pm, edited 1 time in total.
ok nevermind, I sorted this by checking the forums history, could someone delete this, thanks.
posted on January 25th, 2008, 3:46 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 :)
posted on January 25th, 2008, 6:03 pm
well I fixed all that, thanks though Optec.

My problem now is the AI wont build the yards.
posted on January 25th, 2008, 7:46 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 :)
posted on January 25th, 2008, 7:51 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.
posted on January 25th, 2008, 9:01 pm
How much AI modification does it look like it will take to integrate all the new Fleet Ops/PP features?
posted on January 25th, 2008, 10:38 pm
depends on the values of the maxbjildablenumber command and the techtree values
for the other stuff
posted on January 26th, 2008, 12:03 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..
posted on January 26th, 2008, 12:05 am
I do wonder why they put in such requirements when all it has to do is follow a build list.
posted on January 26th, 2008, 12:36 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 :)
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