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Re: Cheaters AI Race
I wonder if a "cheater" race already exists, unknowingly.
I also wonder if a "cheater" race would be allowed in any future "AI Deathmatch" tourneys. Quote:
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Re: Cheaters AI Race
They could possibly go over the facility limit. A planet with 200 resource facilities...
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Re: Cheaters AI Race
No, the facility spaces and ship size are enforced for AI's. Multiple space yards on a planet might be possible, though, and multiple space yards on a ship has already been posted as in use for this race.
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Re: Cheaters AI Race
I think that the Cheaters may very well be allowed in the AI Deathmatches, for players who want to play against a REALLY tough player..... also, are you making the rest of the AI for this race TDMishly hard? Then it would be a real boasting feat if you beat one of these in the AI Deathmatch.....
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Re: Cheaters AI Race
I think Cheaters should all have a reset button to stop the game and force you to start over from scratch if they begin to lose.
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Re: Cheaters AI Race
I believe the max number of spaceyards the AI can put on a ship or base hull is 2. The spaceyards are each 400kt and the largest hull size can only fit two.
The Cheaters AI will use the stock data files, so you could just plug them into your regular game. My computer is still broken and I'm waiting for the Windows XP cd from home so I can fix it. Once I do, I can get back to work on race. As for being allowed in an AI Deathmatch, I personally think it would be unfair because it's not a regular AI. But if whoever's running the match will allow it, I will enter them. Tournaments are always fun. The Cheaters will be like the Harlem Globetrotters of AI modding. |
Re: Cheaters AI Race
Huh? A starbase is 2500 kT. That is easily 5 space yards, or 6 with a master computer. A baseship is 1500 kT. That is easily 3, still leaving enough space for essentials...
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Re: Cheaters AI Race
Oh yeah. I was thinking about ship hulls. But I tried adding more than two spaceyards using several req ability entries, but the max number of spaceyards remained two. I think the AI was placing one for the req abilities and one for the majority component ability.
Now that I think about it, I never tried it with the secondary component ability. That might yield 3 spaceyards. |
Re: Cheaters AI Race
I was working on the Cheaters this afternoon and their ship designs were very fast. I was testing them in combat when I realized: How fast your ships are doesn't matter in combat.
Aside from being able to catch a ship that's running away from you, the speed of your ship has little or no effect on its combat effectiveness. What makes a ship effective is having just enough speed to reach the enemy first by jumping in at them from just outside of weapons range, and bringing enough firepower to destroy them before they have a chance to fire back. Obviously an AI won't be able to do that as perfectly as a human, but if I consider most enemy ships will start out on the opposite side of the map, and have a combat speed of 3 or 4, I should be able to figure out an optimal number of engines to give an attack ship enough movement to win most of the time against a comparable opponent. Of course, I also need a high damage first strike weapon. I'm thinking about using Rocket Pods, but I don't like the short range and the refire rate. The Cheaters build Kamikaze ships with Mine Warheads on them, giving them tremendous damage potential, but you also loose the ship. |
Re: Cheaters AI Race
1 Attachment(s)
The Cheaters v1.0
The cheats they use: 200x Space Yard rate Puts more than 6 engines on ship designs Uses non-ship components on ships |
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