New in 0.1.1
All of these buttons affect the AI, now:
- with 'Defense' also covering fighter management.
AI Empire no longer modifies basic_ai.as; instead player empires are given their own derived AI script.New in 0.1.0
Updated for 220.127.116.11
There are new options in the AI Controls window, but only the old ones (Governors, War, Peace, Trade, Research, Build) yet do anything.
The AI was auto-refusing treaties when you told it not to consider them; it now leaves them alone.New in 0.0.10
Updated for 1.0.6. GID_StrikeCraft (Fighter) now inferred for designs scale-3 or below hat have weapons and engines.
Due some problem with the box formation
, AI formation default is 'Wedge' for this version.
New in 0.0.9
layout_win.as and friends restored to AI Empire, with their determination of GIDs for your saved layouts. Apparently I forgot that vanilla SR didn't do this...New in 0.0.8
AI suppression structures are gone; use the AI Controls button in your Empire window.
You can now prevent the AI from changing governor types.
the Renovate All button there will be replaced with a button that opens an Empire Tools window as I develop more of them.New in 0.0.7
GID_Lead was a hole in the AI-goal-inferencing system of the previous version. If you want the AI to give a fleet to a ship, &c, add the Fleet Bridge subsystem to it.
You can build AI Suppression structures on planets. When they're constructed, they turn parts of the AI off. When they're destroyed, those parts are turned back on. You can prevent the AI from declaring war, accepting or offering peace, pursuing research goals, building ships, and accepting or offering trade agreements, independently.New in 0.0.6
Every time you save a blueprint, an AI goal is inferred based on its stats (thrust, DPS) and saved with it. So if you create a new colonizer, and obsolete the old one, the AI will build your new colonizer whenever it wants to colonize.
This is how goals are determined:
if(hs.getHint("Leader") > 0.f) return GID_Lead;
if(hasWeapons && hasEngines && isHuge) return GID_Annihilate;
else if(hasWeapons && hasEngines && isTiny) return GID_StrikeCraft;
else if(hasWeapons && hasEngines) return GID_Fight;
else if(hasEngines && hasColony) return GID_Colonize;
else if(hasEngines && hasCargo) return GID_Trade;
else if(hasEngines) return GID_Explore;
else if(hasWeapons) return GID_StaticDefense;
else return GID_Invalid;
A ship 'isHuge' if it scales above 150; a ship 'isTiny' if it scales at or below 3.New in 0.0.1
[strike]OK, this is a pretty straightforward mod that makes a one-line
1. It took me more than a few minutes to rediscover the one-line change, searching the forums, and
2. It's a fun
change, leaving you to focus on ship design, planetary management, and micromanaging combat.
v0.1.1: give meaning to the dummy buttons; fork basic_ai.as
v0.1.0: updated for 18.104.22.168, dummy buttons, treaty bugfix
v0.0.10: updated for 1.0.6, infers fighter GID.
v0.0.9: fixed regression in GID determination
v0.0.8: better UI for AI control, suppression of governor changes, Renovate All
v0.0.7: added AI Suppression, Fleet Bridge
v0.0.6: updated for 22.214.171.124, uses your layouts
v0.0.5: updated for 126.96.36.199
v0.0.4: updated to 188.8.131.52
v0.0.3: removed errant structures.txt
v0.0.2: updated to use the new AI script
v0.0.1: initial release.
v0.1.2: extend the layout window so that you can create a scout with weapons, etc, by overriding inferred design goals.
v0.1.3: more empire macromanagement tools.