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Re: Star Wars Mod
THIS IS AN ALPHA VERSION It is not by any means a playable mod.
Issues: 1. AI cannot use Fleet Fighters... bad bad bad things will happen. 2. When set to High Tech start, doesn't start at max level, only starts at level 1. 3. Getting the AI to build things. 4. AI tends to likes putting wrong facility on planets.. resupply + Spaceport, after it colonizes a planet. 5. Costs of things needs to be figured out. Notes: 1. This is an ALPHA version and it only includes the Empire. 2. The AI is bare bones basic only. 3. Blue buys Ships, Green buys Troops, Red buys fighters. 4. Tech cost and other costs are a work in progress. I need help in sorting out the AI issues. Namely why it won't start on high tech when told too. Its issues with using the wrong facilities when colonizing. And help in establishing a fair cost for ships, comps, and what not. If we can get the Empire AI working, well then, we have hope. Download Link |
Re: Star Wars Mod
Yeah, the AI has all kinds of silly quirks. There is a more adaptable solution, but it may take a bit of programming work:
The game loads and processes the AI text files every turn. That means any changes to the AI files take effect immediately if the game is running. It should be possible for someone to create an AI companion program that alters the AI text files on-the-fly each turn according to more detailed (and sane) parameters. Plus, since the game is capable of outputting detailed log files in text form, it should also be possible to create an AI that responds automatically to some in-game events using such a companion program. You up to it? |
Re: Star Wars Mod
I've only played 8 turns but here's the things I found so far
facil_1168 is "can't open file" error the mini pic shows up fine and lvl 1 colony ship has 0 movement but in the design it shows it haveing a move of 1 looks good so far but the odd thing is Ion Drive Engine has "Creates a warp field surrounding a ship thus allowing it to enter warp drive. (Add Warp Core and 2 Impulse Engines)" did the Empire get them from the Federation http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Star Wars Mod
You must have at least one movement worth of standard move, otherwise bonus move and racial bonuses don't count.
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Re: Star Wars Mod
Fixed the facility problem. Was spelled Facili_1168 instead of Facil_1168
Thanks guys, I will want this mod to work, getting it too has really taxed me. I don't know why, but it seems that things like this are becoming harder and harder for me to do. It is like I am growing dumber each day. |
Re: Star Wars Mod
Great AT. Am downloading it right now, am eager to take a look...............
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Re: Star Wars Mod
Hi,
Hey, it looks great and promissing. BUT http://forum.shrapnelgames.com/images/smilies/wink.gif I found some errors : - Fighters design : No scaling/mounting for small turbo laser and fighter shield generator (and probably more weapons at higher tech levels !!) No Large Pictures : Troops : Snowtrooper, commander, Tie Mauler, AT-SG Protector, Stormtrooper individual. Components : Boarding troops, Shield generator, Primary reactor, Hyperdrive Engine. This is it sofar, Please keep up the good work. And let me know if you need some help.. Intimidator, |
Re: Star Wars Mod
You need to update your version of the image mod to the latest packs. Those images were added a few months ago. After installing the updated image packs, reinstall the images from the mod.
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Re: Star Wars Mod
Okay,
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Re: Star Wars Mod
Damn - I found a few things to tell you about, but Intimidator beat me to the punch http://forum.shrapnelgames.com/images/smilies/frown.gif
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