[REQUEST] AI being able to take over neutral sectors
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[REQUEST] AI being able to take over neutral sectors
Hi all,
I noticed some stuff in the game that make no sense so I wonder if they can get fixed by a mod:
-AI doesn't take control neutral sectors
-AI doesn't build stations inside allies sectors
I think if the above points are fixed it would add a lot to the dynamism of the game. If any modder out there finds this idea interesting It would be great if he/she thinks about it!
I noticed some stuff in the game that make no sense so I wonder if they can get fixed by a mod:
-AI doesn't take control neutral sectors
-AI doesn't build stations inside allies sectors
I think if the above points are fixed it would add a lot to the dynamism of the game. If any modder out there finds this idea interesting It would be great if he/she thinks about it!
Re: [REQUEST] AI being able to take over neutral sectors
The current behavior can cause an issue if a war sector goes neutral then the war breaks and neither side tries to claim the sector.
Last edited by RoverTX on Sat, 30. Nov 19, 17:48, edited 1 time in total.
Re: [REQUEST] AI being able to take over neutral sectors
In my game the Argon took over silent witness very early in the game. If I'm not mistaken is was a neutral sector in the beginning which usually the player is looking to take over.
Now the Argon have a defence station there with 70 missile turrets and 70 L beam turrets. Equiped with 3300 missiles.
So I have to build up a huge fleet to take what belongs to my imperium!!!!
Now the Argon have a defence station there with 70 missile turrets and 70 L beam turrets. Equiped with 3300 missiles.
So I have to build up a huge fleet to take what belongs to my imperium!!!!
Re: [REQUEST] AI being able to take over neutral sectors
I dont think that is possible without a mod, which one are you using?XTC0R wrote: ↑Tue, 26. Nov 19, 10:40In my game the Argon took over silent witness very early in the game. If I'm not mistaken is was a neutral sector in the beginning which usually the player is looking to take over.
Now the Argon have a defence station there with 70 missile turrets and 70 L beam turrets. Equiped with 3300 missiles.
So I have to build up a huge fleet to take what belongs to my imperium!!!!
Re: [REQUEST] AI being able to take over neutral sectors
Exactly what happened in my game. When the sector turne neutral there are no attempted invasions anymore on that sector.
I wonder if that behavior is hard coded..
Re: [REQUEST] AI being able to take over neutral sectors
I disabled most of the mods with 3.0. But this game was started with 2.60 Beta and I think I was using Mysterials AI mods. So it could be the Argon took the sector when I played with his mods.Shuulo wrote: ↑Tue, 26. Nov 19, 13:11I dont think that is possible without a mod, which one are you using?XTC0R wrote: ↑Tue, 26. Nov 19, 10:40In my game the Argon took over silent witness very early in the game. If I'm not mistaken is was a neutral sector in the beginning which usually the player is looking to take over.
Now the Argon have a defence station there with 70 missile turrets and 70 L beam turrets. Equiped with 3300 missiles.
So I have to build up a huge fleet to take what belongs to my imperium!!!!
Re: [REQUEST] AI being able to take over neutral sectors
Its not, Mysterials faction fix mod makes it so faction try to capture neutral sectors that border enemies, i strongly suggest to install it.
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Re: [REQUEST] AI being able to take over neutral sectors
Is there interest in making a mod, seperate from faction ai, that would make invasions happen in some configurable way?
Re: [REQUEST] AI being able to take over neutral sectors
If you put it like that we need more info, how can it be really configured?teleportationwars wrote: ↑Wed, 27. Nov 19, 11:59Is there interest in making a mod, seperate from faction ai, that would make invasions happen in some configurable way?
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Re: [REQUEST] AI being able to take over neutral sectors
Any invasion script would be:Shuulo wrote: ↑Thu, 28. Nov 19, 09:32If you put it like that we need more info, how can it be really configured?teleportationwars wrote: ↑Wed, 27. Nov 19, 11:59Is there interest in making a mod, seperate from faction ai, that would make invasions happen in some configurable way?
1) listen for a war
2) activate or takeover some jobs
3) listen for the construction of those jobs
4) target some sector
5) at a minimum, ask those jobs to patrol the target sector until all the stations you care about are dead
6) listen for some condition to construct new stations of the invading faction
7) wait for a timer or the end of the war to come to cleanup your jobs and this instance of the script
Configuration could be pretty much anything. The SIrNukes menu stuff is very flexible. Someone could write their own invasion script that operates however they like with however many elements being exposed to changes.
Off the top of my head:
- the rate or conditions required to invade
- the level of force for both the attacker and defender
- the new stations constructed to own the new sector
Its a weekend project for someone who knows a bit of md but if the faction ai is so unreliable there should be some motivation.