zolobolo wrote:Do you think the modded construction logic could trigger production of these units as well
I know this would result in the AI properly utilizing them (that would probably concern the movement logic) but at least they could have a passive effect on their playstile
harpy eagle wrote:The AI now decides to city plan or manufacture population if doing so would produce more resources than building an improvement.
zolobolo wrote:At this point in time it has a good amount of resources and good income but has now decided to only build:
1. Transport (though pool is fully utilized)
2. Scout Cruiser (the classical )
sven wrote:harpy eagle wrote:The AI now decides to city plan or manufacture population if doing so would produce more resources than building an improvement.
This is a fun feature, but, it can currently trigger bugs due to a bug in my code. Um, at the top of production.lua::deactivate_current_project(planet), there should probably be a call to reset_food_caches(). (This silly explicit cache maintenance is the source of so many bugs, I'm getting really tempted to redesign it somehow.)
harpy eagle wrote:Update (13edc0a): The AI will now move population between worlds if doing so would increase the population cap of the destination world and doing so would leave at least 1 pop of that species left on the source world.
harpy eagle wrote:Update (13edc0a): The AI will now move population between worlds if doing so would increase the population cap of the destination world and doing so would leave at least 1 pop of that species left on the source world.
harpy eagle wrote:As for (2), what was happening was that the AI decided it wanted 5 scouts, but only had 3.
It looks like the second most desired ship was heavy cruisers, so it probably will return to building those once the scouts are done. While nothing here seems particularly amiss, I've gone and tweaked the scout desire anyways.
zolobolo wrote:Seems to have worked: the Gremak AI now has 3 Scout Cruisers and started producing a Heavy Cruiser and 2 Destroyers at once without exceeding its metal income
It is also distributing pop units - this should give the AI economy quite a boost everywhere on the mid-long term
Do you know what the condition for producing Shipyards is? Might benefit from a bump up in weight for the top production worlds if metal reserves allows it (which is true in this case)
zolobolo wrote:Improvement selection error
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