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-   -   PvK Balance (http://forum.shrapnelgames.com/showthread.php?t=22093)

Getix the Cromist December 22nd, 2004 08:55 AM

Re: PvK Balance
 
Where do you Download this Mod?

Thanks

Makinus December 22nd, 2004 09:48 AM

Re: PvK Balance
 
you can find the TDM-Mopack here:

http://home.t-Online.de/home/320045362204-0001/

The latest Version is 3.40 and i simply donīt play SEIV wthout TDM anymore... the Stock AI look like moronic robots in comparasion with the TDM AIs

Makinus December 22nd, 2004 10:05 AM

Re: PvK Balance
 
would be interesting to create a mod that combines PvK balance mod with the TDM AIs

Obviously all the AIs would need to be tweaked for the different costs of Pvk mod...

Even the PvK balance mod must be altered too, separating the characteristics, culture modifiers and racial traits in 3 categories:

1. Uselless traits both to the AI and to the Player (very cheap)
2. Usefull traits both to the AI and to the player (moderate costs, according to the usefullness).
3. Usefull traits to the player that are useless to the AI (extremely costly, since the Ai could not take advantage of them anyway)...

Escaflowne December 27th, 2004 10:44 PM

Re: PvK Balance
 
Quick question since I've not ued the TDM Modpack before...
Is it just an AI tweak and additional shipsets?
If that is so can I copy the component and planet files from my own personal mod without breaking the mod?

And a quick question about modding AI designs.
I have made a large (x3) and massive (x5) Shipyard component for orbital starbases, but when the computer designs those sized construction bases it fills them with nothing but shield generators, it doesn't even use the 'normal' sized shipyard component. How (and what) do I need to change to fix that?

Those components are fairly important to my personal mod and if the coputer doesn't use them at all then it's truely doesn't have a hope in hell of even slowing me down.

Fyron December 27th, 2004 11:31 PM

Re: PvK Balance
 
TDM mostly modifies the AI files. The only change in the Data folder is the addition of a number of extra formations. If your personal mod works with stock game AIs, combining them as you asked would definitely work.

Quote:

And a quick question about modding AI designs.
I have made a large (x3) and massive (x5) Shipyard component for orbital starbases, but when the computer designs those sized construction bases it fills them with nothing but shield generators, it doesn't even use the 'normal' sized shipyard component. How (and what) do I need to change to fix that?

How large are your new space yards? The AI designs vehicles by traversing the design in the corresponding AI_DesignCreation.txt file in its ships folder. It might not have enough space to add the large space yard component when it gets to it in the list.

Escaflowne December 28th, 2004 12:06 AM

Re: PvK Balance
 
The 'Large Shipyard' is 1200kt, it is exactly like 3 normal shipyards in every way. Size, cost, rate of construction, and damage resistance is all x3. I designed it to work with the second size of orbital bases. A 'Massive Shipyard' is 2000kt and is x5 a normal shipyard in all stats. It is designed to work with the largest shipyard size.

As I said, looking at the AI designs it never uses shipyards. It just fills the hulls with shield generators. I'm not sure what I need to tweak in the AI files to fix that.

I understand what you're saying Fyron, but I don't see how the design wouldn't have enough space for even a normal shipyard component. I have not changed the size of any other components.

Thanks for the help.

Fyron December 28th, 2004 12:23 AM

Re: PvK Balance
 
The AI tries to add the best space yard available. It is trying to add those massive space yards, which it is not able to. So, it skips that ability and moves on to the next.

Atrocities December 28th, 2004 01:05 AM

Re: PvK Balance
 
TDM ai's can be used for any stock ship set. Just alter the names of the file to match the race, and make any nessassary data changes.


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