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-   -   Carrier Battles Mod (http://forum.shrapnelgames.com/showthread.php?t=22453)

Suicide Junkie February 16th, 2005 09:23 PM

Re: Carrier Battles Mod
 
AI is my weakest subject in modding.
Would you be willing to help get them started?

Atrocities February 17th, 2005 01:04 AM

Re: Carrier Battles Mod
 
AI modding is not easy. In fact its a PITA.

ZeroAdunn February 17th, 2005 07:36 AM

Re: Carrier Battles Mod
 
Uh.... I would love to. But I every attempt I have made at making a truly custom AI (keep in mind I also use a mod centered around fighters) has failed, especially getting them to use carriers consistantly.

And I really don't have the time right now, currently working two jobs, don't have a lot of spare time.

Atrocities February 17th, 2005 08:25 AM

Re: Carrier Battles Mod
 
I am working on my own new mod so I cannot help at this time SJ. http://forum.shrapnelgames.com/images/smilies/frown.gif

Look at fyrons Adamant mod, it still needs help with its AI and its over a year old now. http://forum.shrapnelgames.com/images/smilies/happy.gif So I know you will get 'R' done. http://forum.shrapnelgames.com/images/smilies/happy.gif

VaultDweller February 17th, 2005 03:20 PM

Re: Carrier Battles Mod
 
It kind of makes me feel better to know that the AI file is just as daunting to the veterans of this game as it is for me.

Keep the faith though SJ, I'm really looking forward to this one getting done.

ZeroAdunn February 17th, 2005 05:37 PM

Re: Carrier Battles Mod
 
In reality is all you would need would be one AI, that uses the basic functions of the mod, and then to tweak it for each race. You know, I have about an hour that I was planning on spending watching BSG, but I think I might work on an AI for your mod. I'll post whatever I come up with.

ZeroAdunn February 17th, 2005 06:24 PM

Re: Carrier Battles Mod
 
SJ: I have started modding the AI, but ran into a problem. All of the missiles occupy the same weapon family number.

Secondly: I am still at it, but I can't seem to get the AI to build carriers for some reason. I'll let you know if I come up with something.

Suicide Junkie February 18th, 2005 01:40 AM

Re: Carrier Battles Mod
 
Oh, coolness.

Just tell me what you need tweaked to help the AI, and I'll get it going.
Unique weapon families coming right up!

---

http://imagemodserver.mine.nu/other/...tles_alpha.zip
Updated with unique weapon numbers, plus the Test1 savegame has a nice set of pre-made designs to play with.

Raging Deadstar February 19th, 2005 11:24 AM

Re: Carrier Battles Mod
 
Was just checking this out.

The Heavy Carrier class is using the wrong ship image. Using a Light Carrier instead of a Heavy Carrier http://forum.shrapnelgames.com/images/smilies/wink.gif

I'll report any other mix-ups I notice

Suicide Junkie February 19th, 2005 04:13 PM

Re: Carrier Battles Mod
 
Updated.
http://imagemodserver.mine.nu/other/...tles_alpha.zip

- Fixed heavy carrier pic
- Tweaked support ship image use towards bigger, cooler hulls.
- Reduced fighter weapon damage by 50%
- Decreased fighter hitpoints
- Teched out the missile trees.
- Reduced missile speeds at the low-tech end.
- Added -1 speed to external-mount missiles.
- Added a "Launch figthers in groups of 3" strategy. The strategy editor dosen't allow you to select groups of three, but you can copy this entry if you want them.

Support ships now stand a better chance of survival against small fleets of fighters. With decent shielding and small weapon mounts, your support ships should be able to survive for a little while in fighter-infested territory.

Appropriately used, the launch-3 strategy can cause some havok. Cluster missiles will be horribly inefficient against such tiny groups, thus discouraging their use. With fewer cluster missiles around, your larger groups will be able to survive, and can penetrate capital ship shielding with thier combined firepower.


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