This is a discussion on Alright you AIP junkies(lol)... within the ST:A2 Modding, Mapping and Editing forums, part of the Star Trek: Armada II category; Lets see how streamlined my AIPs could be.
Lets start out with the largest of my AIP sets...the superside tech ...
Lets start out with the largest of my AIP sets...the superside tech AIP. Since all four races build the exact same structures all of the other eleven look exactly like this one but, im pretty sure I will change that. The major thing right now is the lack of officer upgrades though I will be changing that situation around soon.
Spoiler:
//
// Borg_Build_List.aip
//
// Contains a default build list for the klingon AI
//
// edited by the Nord
// Load up the basic structures...
#include "aipdef.h"
"bbase", 1,0, // first base
"fbase", 1,0, // first base
"kbase", 1,0, // first base
"rbase", 1,0, // first base
"bconst", 1,0, // we only need one at first
"fconst", 1,0, // we only need one at first
"kconst", 1,0, // we only need one at first
"rconst", 1,0, // we only need one at first
"bmining", 1,1, // two mining facilities
"fmining", 1,1, // two mining facilities
"kmining", 1,1, // two mining facilities
"rmining", 1,1, // two mining facilities
"bfreight", 1,0, // and two freighters for each
"ffreight", 1,0, // and two freighters for each
"kfreight", 1,0, // and two freighters for each
"rfreight", 1,0, // and two freighters for each
"bturret", 1,1, // defend the mining stations
"fturret", 1,1, // defend the mining stations
"kturret", 1,1, // defend the mining stations
"rturret", 1,1, // defend the mining stations
"borgoff", 1,0,
"fedoff", 1,1,
"klingoff", 1,2,
"romoff", 1,3,
"byard", 1,0, // first shipyard
"fyard", 1,0, // first shipyard
"kyard", 1,0, // first shipyard
"ryard", 1,0, // first shipyard
"bscout", 1,0, // scout around the map
"fscout", 1,0, // scout around the map
"kscout", 1,0, // scout around the map
"rscout", 1,0, // scout around the map
"bdestroy", 1,0, // basic base defense
"fdestroy", 1,0, // basic base defense
"kdestroy", 1,0, // basic base defense
"rdestroy", 1,0, // basic base defense
"bscout", 1,0, // scout around the map
"fscout", 1,0, // scout around the map
"kscout", 1,0, // scout around the map
"rscout", 1,0, // scout around the map
"bresear", 1,0, // time to research
"fresear", 1,0, // time to research
"kresear", 1,0, // time to research
"rresear", 1,0, // time to research
"borpod5", 1,0, // tachyon grid for scouts instead
// of sensor arrays
"fedpod5", 1,0, // tachyon grid for scouts instead
// of sensor arrays
"klipod5", 1,0, // tachyon grid for scouts instead
// of sensor arrays
"rompod5", 1,0, // tachyon grid for scouts instead
// of sensor arrays
"bmining", 1,3, // another mine...
"fmining", 1,3, // another mine...
"kmining", 1,3, // another mine...
"rmining", 1,3, // another mine...
"bconst", 1,0, // now it's time for 2 constructors
"fconst", 1,0, // now it's time for 2 constructors
"kconst", 1,0, // now it's time for 2 constructors
"rconst", 1,0, // now it's time for 2 constructors
"bturret", 1,0, // defend the main base
"fturret", 1,0, // defend the main base
"kturret", 1,0, // defend the main base
"rturret", 1,0, // defend the main base
"bbase", 1,0, // more drones!
"fbase", 1,0, // more crew
"kbase", 1,0, // more crew and officers
"rbase", 1,0, // more drones!
"byard2", 1,0, // time to get jiggy with it
"fyard2", 1,0, // time to get jiggy with it
"kyard2", 1,0, // time to get jiggy with it
"ryard2", 1,0, // time to get jiggy with it
"borpod2", 1,0, // holding beam
"fedpod1", 1,0, // corbomite reflector
"klipod1", 1,0, // Plasma cannon research
"rompod1", 1,0, // shield inversion beam
"byard", 1,0, // Pump out those grunts
"fyard", 1,0, // Pump out those grunts
"kyard", 1,0, // Pump out those grunts
"ryard", 1,0, // Pump out those grunts
"bbase", 1,0, // first base
"fbase", 1,0, // first base
"kbase", 1,0, // first base
"rbase", 1,0, // first base
"bconst", 1,0, // we only need one at first
"fconst", 1,0, // we only need one at first
"kconst", 1,0, // we only need one at first
"rconst", 1,0, // we only need one at first
"bmining", 1,1, // two mining facilities
"fmining", 1,1, // two mining facilities
"kmining", 1,1, // two mining facilities
"rmining", 1,1, // two mining facilities
"bfreight", 1,0, // and two freighters for each
"ffreight", 1,0, // and two freighters for each
"kfreight", 1,0, // and two freighters for each
"rfreight", 1,0, // and two freighters for each
"bturret2", 1,1, // defend the mining stations
"fturret2", 1,1, // defend the mining stations
"kturret2", 1,1, // defend the mining stations
"rturret2", 1,1, // defend the mining stations
"byard", 1,0, // first shipyard
"fyard", 1,0, // first shipyard
"kyard", 1,0, // first shipyard
"ryard", 1,0, // first shipyard
"bscout", 1,0, // scout around the map
"fscout", 1,0, // scout around the map
"kscout", 1,0, // scout around the map
"rscout", 1,0, // scout around the map
"bdestroy", 1,0, // basic base defense
"fdestroy", 1,0, // basic base defense
"kdestroy", 1,0, // basic base defense
"rdestroy", 1,0, // basic base defense
"bscout", 1,0, // scout around the map
"fscout", 1,0, // scout around the map
"kscout", 1,0, // scout around the map
"rscout", 1,0, // scout around the map
"bmining", 1,3, // another mine...
"fmining", 1,3, // another mine...
"kmining", 1,3, // another mine...
"rmining", 1,3, // another mine...
"bconst", 1,0, // now it's time for 2 constructors
"fconst", 1,0, // now it's time for 2 constructors
"kconst", 1,0, // now it's time for 2 constructors
"rconst", 1,0, // now it's time for 2 constructors
"bturret2", 1,0, // defend the main base
"fturret2", 1,0, // defend the main base
"kturret2", 1,0, // defend the main base
"rturret2", 1,0, // defend the main base
"bbase", 1,0, // more drones!
"fbase", 1,0, // more crew
"kbase", 1,0, // more crew and officers
"rbase", 1,0, // more drones!
"borgoff", 1,0,
"fedoff", 1,1,
"klingoff", 1,2,
"romoff", 1,3,
"byard2", 1,0, // time to get jiggy with it
"fyard2", 1,0, // time to get jiggy with it
"kyard2", 1,0, // time to get jiggy with it
"ryard2", 1,0, // time to get jiggy with it
"byard", 1,0, // Pump out those grunts
"fyard", 1,0, // Pump out those grunts
"kyard", 1,0, // Pump out those grunts
"ryard", 1,0, // Pump out those grunts
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Re: Alright you AIP junkies(lol)...
You can't streamline a brick.
If the AI has to build 4 sets of EVERYTHING then it's going to burn through it's resources (and available space) very quickly, and short of removing 3 races from the build list your pretty stuck with that.
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Re: Alright you AIP junkies(lol)...
Quote:
Originally Posted by Freyr
You can't streamline a brick.
You can, but then it's a rock. :lol:
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If the AI has to build 4 sets of EVERYTHING then it's going to burn through it's resources (and available space) very quickly, and short of removing 3 races from the build list your pretty stuck with that.
couldnt you then just increase the space given to the AI (guess you can set the resources to max when starting the map) i mean that would look amazing you and you base vs this massive fleet and huge amount of bases brings a tear just thinkin about it