Author Topic: Repair Importance  (Read 8463 times)

Offline Betaray

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Repair Importance
« Reply #25 on: October 07, 2005, 11:19:54 PM »
I think that the structures (at least the manned ones anyway) should be able to slowly self repair, mabe just up to a point, becuase according the noliva the people inside the structure would repair it

and if you think about it, do you really think that the people would just sit around and do nothing about that gapeing hole in their residence?

also, mabe unmanned structures would self repair if they are close enough to a manned structure, again, with the nolivas, they had people going outside to repair guard posts and the like

I dont know, mabe they would do that only if there was a DIRT

 
I am the nincompoop, I eat atomic bombs for breakfest, fusion bombs for lunch, and anti-matter bombs for dinner

I just hope they don't explode

Offline Sirbomber

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Repair Importance
« Reply #26 on: October 08, 2005, 09:34:01 AM »
But what if they were repairing something when they get shot in the face by a rocket, zapped with 8 billion volts of electricity, get their arms sawed off by a laser, or get a mine stuck to their chest?  :P
They can't risk the last survivors of humanity by having them run willy-nilly around outside with scrap metal and glue sticks!
and they DO do something about the huge hole in their residences. They run away, since when your only residence blows up you don't lose your entire population.  :rolleyes:  
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline Betaray

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Repair Importance
« Reply #27 on: October 09, 2005, 02:39:34 PM »
im talking about when the structure is still active, like for axample a residence, it can be serisouly damaged, and have many big holes in it, yet its still active and people still live in it, you cant tell me that they would just leave it as it is, I mean, they wouldnt be able to repair it fully, but they would at least build a rudamentary hull or somthing to keep the air in

and of corse they wouldnt repair during combat situations, they would be down in their shelters, but after the battle they would come out and clean up
I am the nincompoop, I eat atomic bombs for breakfest, fusion bombs for lunch, and anti-matter bombs for dinner

I just hope they don't explode

Offline Eddy-B

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Repair Importance
« Reply #28 on: October 12, 2005, 06:54:34 AM »
damage does not necessarily mean attack. It can be quake damage for instance.
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Offline Eddy-B

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Repair Importance
« Reply #29 on: October 12, 2005, 07:14:07 AM »
An updated list, adding the last 3 replied lists (imporant changes are italic'd):

Quote
Feedback please !!
    [/li][li]StructureFactory
    [/li]
  • CommandCenter
  • Tokamak
  • CommonOreSmelter

  • CommonOreMine
  • AdvancedLab

  • Agridome
  • RareOreSmelter
  • VehicleFactory
  • StandardLab
  • Nursery
  • University

  • RareOreMine
  • Spaceport
  • Observatory
  • MeteorDefense

  • MedicalCenter
  • CommonStorage
  • Residence
  • RobotCommand
  • GORF
  • DIRT

  • RareStorage
  • ArachnidFactory
  • BasicLab
  • Garage

  • Forum
because of sirbombers view on the CC, it has switched places with the SF.
I've also grouped them together with structures that now have their pointsd close together (i gave each one points) - this for a better overview.
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Offline zigzagjoe

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Repair Importance
« Reply #30 on: October 12, 2005, 08:23:46 AM »
  • StructureFactory
  • CommandCenter
  • Agridome
  • Tokamak
  • CommonOreSmelter

  • CommonOreMine
  • AdvancedLab
  • RareOreSmelter
  • VehicleFactory
  • StandardLab
  • Nursery
  • University

  • RareOreMine
  • Spaceport
  • Observatory
  • MeteorDefense

  • MedicalCenter
  • CommonStorage
  • Residence
  • RobotCommand
  • GORF
  • DIRT

  • RareStorage
  • ArachnidFactory
  • BasicLab
  • Garage

  • Forum
ones in red should not be on the list at all, as they are relativly low priority items and you can make do w/o them.

Offline Highlander

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Repair Importance
« Reply #31 on: October 12, 2005, 09:28:37 AM »
*Waits patiently to see ZZJ pull Ore out of a disabled Mine*
There can be Only one. Wipe Them out. All of Them.

Old player still playing. Visit Spark for a game of Outpost 2

Offline Eddy-B

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« Reply #32 on: October 15, 2005, 09:06:27 AM »
LMAO!

i'll give it one more try: these are NOT suppose to be used by Humans!
This is a list of buildings, that the repair-ai will go through, on determining which one to repair. If several buildings are damaged, the one on the bottum of the list (things like forum, gorf & dirt) will ONLY be fixed when all other buildings {with higher priority} have been repaired already.

Also, i need to add, the ai will only use convecs that are not busy, and are not waiting for a kit to be built at an SF..

Also, any building that has only very minor damage will not be repaired at all. It takes a lot of time driving to the location, conpaired to the time it requires to fix the building. This also prevents tokamaks from being repaired constantly.


The list i created only, because my ai now goes through the 'standard' enumerated list map_id.
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Offline Starfox00000

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Repair Importance
« Reply #33 on: February 20, 2006, 04:08:26 AM »
-All disabled-damage things if possible-
1. Guardpost
2. Spaceport
3. Advanced Lab
4. MHD Generator/Geothermal Power Plant/Solar Power Array
5. Command Center
6. Structure Factory
7. Common Ore Smelter
8. Common Storage
9. Common Ore Mine
10. Vehicle Factory
11. Agridome
12. University
13. Nursery
14. Observatory
15. Meteor Defense
16. Rare Ore Smelter
17. Rare Ore Storage
18. Rare Ore Mine
19. DIRT
20. Medical Center
21. Consumer Factory
22. Residence
23. Fourm
24. Recreation Facility
25. Arachnid Factory
26. Standard Lab
27. Basic Lab
28. Robot Command Center
29. Garage
30. GORF
31. Tokamak

Some Explanation
-The Tokamak is on the bottom because if this is a list the AI will go through, and its only got like one convec then, well you wont repair anything beyond the Toakmak.
-The Garage is at the bottom because if a vehicle is alive, its working, albeit a bit slower than normal but working none the less.
-The DIRT is where it is because it reduces damage.
-The top four things are there because they explode, and because of this need top priority.
-The Storages are where they are because if the smelter is dead, you need ore to rebuild  and ore in general, you would need storages.
-The Consumer Factory is above the other morale only items because it alone can keep your morale at ninety-nine.
-The Standard and Basic lab are lower because the AI doesn't even research, and if something happend so you need to repair and rebuild, piority does not go to research. and the Basic is lower than the Standard because if you have a standard lab, a basic lab is probably useless anyways.

Offline dm-horus

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« Reply #34 on: February 21, 2006, 12:15:04 AM »
debate fodder. boooooo :P

Offline Arklon

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« Reply #35 on: February 21, 2006, 03:38:31 PM »
If the AI's space ports are going to be a bit close to their bases, then they should have a much higher priority as their explosions are massive.

And the AI actually DOES research...
« Last Edit: February 21, 2006, 03:39:23 PM by Arklon »

Offline Eddy-B

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« Reply #36 on: February 22, 2006, 03:42:56 AM »
Quote
And the AI actually DOES research...
Not necessarily correct: in most missions (read; all but 1: the new Renegade-Colony game) the Ai does NOT research as you would come to uncderstand it.

The original coders just created a timetrigger to fake research: even if you'd destroy all their labs, technologies will still advance (unless of course they thought of that, and only continue "research" if there's a lab).
It took a lot of hacking (and months of testing) to have a real Lab.DoResearch command, and i do believe i'm (one of..) the first one(s) to use it.
 
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