Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Bug/Patch Discussion => Topic started by: Dio on June 19, 2015, 05:12:29 PM

Title: AI Control for Energy Allocations
Post by: Dio on June 19, 2015, 05:12:29 PM
I believe I have found a major AI control for energy allocations. This particular section starts at 005268D2. So far I have figured out these rules:

1. If an AI faction has a police score of -2 or lower, they automatically put 20% of energy into Psych.
2. If an AI faction has any bases with drone riots occuring, then they will add 10% of energy allocations to psych until the drone riots end.
3. If an AI faction has The Telepathic Matrix Secret Project, then they will never increase energy allocations for psych above 0%.
4. All these factors are checked at the beginning of each turn. As an example, the morganites start running Free Market and have a police score of -5. The AI for this faction will not start having 20% of energy allocations in psych until the following turn. However, the game does these checks before determining drone riots.
Title: Re: AI Control for Energy Allocations
Post by: Dio on June 19, 2015, 05:41:22 PM
Addendum:
1. Steps 1 and 2 stack.
2. If an AI base has more drones than talents, then add 10% to energy allocations (on top of the 10% added for drone riots).
The above step is cumulative with steps 1 and 2 of the previous post.
Title: Re: AI Control for Energy Allocations
Post by: Buster's Uncle on June 19, 2015, 07:34:02 PM
Hmmm.  Yitzi?  Applicable to the trade mod request I forwarded, I think.
Title: Re: AI Control for Energy Allocations
Post by: Yitzi on June 21, 2015, 04:07:52 AM
Thanks, Dio.

Hmmm.  Yitzi?  Applicable to the trade mod request I forwarded, I think.

Trade mod request?
Title: Re: AI Control for Energy Allocations
Post by: Buster's Uncle on June 21, 2015, 04:16:39 AM
http://alphacentauri2.info/index.php?topic=16547.0 (http://alphacentauri2.info/index.php?topic=16547.0)
[shrugs]
Title: Re: AI Control for Energy Allocations
Post by: Yitzi on June 21, 2015, 04:52:24 AM
I doubt this is relevant to that, since it is where the energy allocations (economy/labs/psych are).  Energy production (which is what I'd use for trade) is a different function, and one I've already found and modified (in order to fix the stockpile energy bug).
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