Ambrosia Garden Archive
    • Do reactors work for the AI?


      I would be a much happier person if reactors worked for the AI. Does anyone know if this is the case? Or does only the inherrant fuel generation work? It is important for ships with lots of fuel draining weapons...
      On a related note: Are fuel regen rates greater than 1 unit per frame possible (ie, if a player has two fuel-scoop outfits with modval's of 1)?
      -Az

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    • How would you test it?

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    • Az,

      The AI ignores all the Default Outfits. Those only work for the player. So, the only fuel regen the AI gets is the inherent regen. However, that's what that flag is for, the "Use Fuel Regen" flag- you can make it so that only the AI gets to take advantage of the inherent regeneration. To use it correctly, make a variant ship that supposedly has the reactor installed. Give it an inherent regen equal to the reactor. Give it the reactor as a default outfit, and check (or don't check, read the bible to be sure) the flag. Viola.

      As far as greater than 1/frame, thankfully, YES! The player can have multiple fuel-scoop outfits, and-importantly- if you put more than one fuel-scoop in a single outfit, it acts as two fuel scoops! So, a single outfit can grant up to 4 fuel/frame, if you so desire.

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      ~Charlie
      Sephil Saga Homepage: (url="http://"http://www.cwssoftware.com")www.cwssoftware.com(/url)

    • Quote

      Originally posted by Masamune:
      **Az,

      The AI ignores all the Default Outfits. Those only work for the player. So, the only fuel regen the AI gets is the inherent regen. However, that's what that flag is for, the "Use Fuel Regen" flag- you can make it so that only the AI gets to take advantage of the inherent regeneration. To use it correctly, make a variant ship that supposedly has the reactor installed. Give it an inherent regen equal to the reactor. Give it the reactor as a default outfit, and check (or don't check, read the bible to be sure) the flag. Viola.

      As far as greater than 1/frame, thankfully, YES! The player can have multiple fuel-scoop outfits, and-importantly- if you put more than one fuel-scoop in a single outfit, it acts as two fuel scoops! So, a single outfit can grant up to 4 fuel/frame, if you so desire.

      **

      Thanks. I knew you would answer with the perfect solution - we seem to have many similar thoughts bout how evn should be set up.
      The inhregen with matched reactor was what i was thinking i would have to do, though i would rather have avoided it...
      I dont think 4 fuel per frame will be nessesary in the demo-TC i am making.... Seems a bit excessive 😛
      There is one problem with one thing you said though: SOME default outfits are known to work. Jammers work. Cloaking devices work if the AI is told to use them. Repair droids work. So there is a precedent for some items working.
      -Az

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    • There was a post a while back that talked about this, from the creator of the game. If anyone wants to give the link?

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    • Hmm.... I wasn't aware about the default outfits. But now that you mention it, I do vaguely recall the cloaking device working, or at least being required in order to cloak....

      So, there is always a chance that fuel scoops do work for the AI. Like Katana said, though, I have no idea how you would test it, though. Pipeline or MCB would probably have to pipe up. I would like to get an official and complete list of outfits that work this way, anyway.

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      ~Charlie
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    • Quote

      Originally posted by UE_Research & Development:
      **There was a post a while back that talked about this, from the creator of the game. If anyone wants to give the link?

      **

      A search turned up a few topics with people asking about this, but never anything more than a confirmation from Matt that speed/turning/accel and shield/armor cap/recharge outfits do not work, and lots of people asking for a list.
      All that I could glean from those posts has been posted here. Cloaks work, Repaiers work, jammers work. Oh, and tunneling organs are rumored to work, but i doubt this since there is a flag for this behavior.
      I wonder if jump distance mods do?

      A test for reactors would be giving a ship 0 inhregen and a reactor, and its only weapon a fuel using one. And then attack it and see if it can fire once it uses up it's fuel.
      -Az

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    • If I remember correctly, ships do not have to have cloaking devices to be able to cloak if the appropriate flags are set in the shďp resource. I could be wrong.

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    • Give it a weapon that uses all the fuel the ship has in one shot- that way, you know that if it fires twice, it had to regenerate that fuel.

      Nice idea, Az!

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      ~Charlie
      Sephil Saga Homepage: (url="http://"http://www.cwssoftware.com")www.cwssoftware.com(/url)

    • Quote

      Originally posted by Masamune:
      **Give it a weapon that uses all the fuel the ship has in one shot- that way, you know that if it fires twice, it had to regenerate that fuel.

      Nice idea, Az!

      **

      But the next question is.... Did it ever actually run out of fuel? Escorts never have to land to recharge, so why would AI ships run out of energy?

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    • Quote

      Originally posted by Katana:
      **If I remember correctly, ships do not have to have cloaking devices to be able to cloak if the appropriate flags are set in the shďp resource. I could be wrong.

      **

      You are wrong. The ship has to have the cloaking device outfit and have the appropriate flags checked.

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    • Quote

      Originally posted by UncleTwitchy:
      **You are wrong. The ship has to have the cloaking device outfit and have the appropriate flags checked.

      **

      Incidentally, this makes perfect sense if you think about it. There are many different possible behaviors for a cloaking device (ie. shield draining, radar cloaking, untargetability), and the game engine probably uses the cloak outfit to determine which of those traits is exhibited by the AI's cloak.

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