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-   -   Pirates shipset Version 2.0 available (http://forum.shrapnelgames.com/showthread.php?t=8898)

dogscoff March 18th, 2003 02:23 AM

Re: Pirates shipset Version 2.0 available
 
Quote:

- Are AI files very different than in unmodded game ?
<font size="2" face="Verdana, Helvetica, sans-serif">No, they are exactly the same as the unmodded game. TDM does not change the techs or any other aspect of the game: It just improves the AI for the standard game.

Quote:

- What make races smarter with that mod ?
<font size="2" face="Verdana, Helvetica, sans-serif">The same things that make the Ai smarter for the standard game.

Quote:

- Does TDM AIs still working in unmodded game ?
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, see above.

Quote:

(even if they are less efficient)
<font size="2" face="Verdana, Helvetica, sans-serif">They aren't.

Perhaps you could attempt an AI for the P&N mod, seeing as it's a pirate shipset. That would be cool.

trooper March 18th, 2003 02:33 AM

Re: Pirates shipset Version 2.0 available
 
I haven't understooden everything...
What is the diference between TDM and Unmodded game if everything is identical ???

AI for P&N : Suicide Junkie himself wrote somewhere that playing a Pirate Race was far two difficult for the poor SE IV AI. ( I find it far too difficult for me as a human player indeed...)
So I think it would be a waste of time.

trooper March 25th, 2003 12:50 AM

Re: Pirates shipset Version 2.0 available
 
How is going the speech work ?

I made great advances on the AI (too bad I missed the Last AI deathmatch registration, in order to see how effective it is).

http://forum.shrapnelgames.com/images/icons/icon9.gif Still have pb with the #%&£'ing fighter designs (unable to build missile fighters AND DUC fighters) and with the boarding ships that never capture anything... not talking about troop transports that don't join the attacking fleets http://forum.shrapnelgames.com/images/icons/icon8.gif ! but I'm hoping to have something that work in the end.

Also realised 11 neostandard pictures, aiming for the 20, as usual... and don't talk to me about neostandard++, I won't work for it until I'm payed for it !!! http://forum.shrapnelgames.com/images/icons/icon10.gif

Master Belisarius March 25th, 2003 12:59 AM

Re: Pirates shipset Version 2.0 available
 
Quote:

Originally posted by trooper:
I made great advances on the AI (too bad I missed the Last AI deathmatch registration, in order to see how effective it is).

<font size="2" face="Verdana, Helvetica, sans-serif">What system have you? If you have Win95 or Win98, you can run your own test, using the same map/settings/races of the contest.

Mephisto March 25th, 2003 01:02 AM

Re: Pirates shipset Version 2.0 available
 
Use a standard hull for troop transport and it will join fleets. http://forum.shrapnelgames.com/images/icons/icon7.gif

Master Belisarius March 25th, 2003 01:16 AM

Re: Pirates shipset Version 2.0 available
 
Quote:

Originally posted by Mephisto:
Use a standard hull for troop transport and it will join fleets. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">But troop transport with standard ships also works... In fact my AIs NEVER use Standard transports or Standard Carriers.
The Troop transports (with Transport hull or Ship hull, no mather) first need to have some troops loaded (something like 50% of capacity), and then, should have a nearest fleet to join.

[ March 24, 2003, 23:24: Message edited by: Master Belisarius ]

oleg March 25th, 2003 01:35 AM

Re: Pirates shipset Version 2.0 available
 
Transport hulls or not, AI should include troop transports in fleets. It might be a problem before but currently I did not see any problems with fleeting troop transports based on transport hulls http://forum.shrapnelgames.com/image...s/confused.gif

Master Belisarius March 25th, 2003 01:41 AM

Re: Pirates shipset Version 2.0 available
 
Quote:

Originally posted by oleg:
Transport hulls or not, AI should include troop transports in fleets. It might be a problem before but currently I did not see any problems with fleeting troop transports based on transport hulls http://forum.shrapnelgames.com/image...s/confused.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Yes Oleg, we agree 100%.

trooper March 25th, 2003 09:51 PM

Re: Pirates shipset Version 2.0 available
 
M. Belisarius : I run under W2k.
If you can explain to me how you run your automatic tests, I'll be interested.

Until now, I put the race on full AI, and press the next turn key, looking at little ships moving here and there. It's...deadly boring.
And the AI keep on asking me stupid questions such as "Master, what type of colony should I build on this planet ? -You idiot, build a disneyland colony, it will increase happiness in the neigbourhood." or "Master, there are ennemy ships on my way, should I bLast them ? -"Surely not, you've built these 20 warships just for parade, don't you remember that, moron!"

Perrin : Lol. JLS is working on a better speech file, I think !

Others : My troop ships are too big, I'll have to limit their size to small transport, or it takes too much time to fill them with troops, and when there are ready to fight, there is no ennemy colonny left !

Rexxx March 25th, 2003 10:07 PM

Re: Pirates shipset Version 2.0 available
 
Quote:

Originally posted by trooper:
And the AI keep on asking me stupid questions such as "Master, what type of colony should I build on this planet ?
<font size="2" face="Verdana, Helvetica, sans-serif">You can get rid of this question. In the empire status window under empire options uncheck "display select colony type dialog when colonizing". The AI will then follow your orders from the planet_types-file.

[ March 25, 2003, 20:09: Message edited by: Rexxx ]


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