![]() |
Re: Pirates shipset Version 2.0 available
Quote:
Quote:
Quote:
Quote:
Perhaps you could attempt an AI for the P&N mod, seeing as it's a pirate shipset. That would be cool. |
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. |
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 |
Re: Pirates shipset Version 2.0 available
Quote:
|
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
|
Re: Pirates shipset Version 2.0 available
Quote:
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 ] |
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
|
Re: Pirates shipset Version 2.0 available
Quote:
|
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 ! |
Re: Pirates shipset Version 2.0 available
Quote:
[ March 25, 2003, 20:09: Message edited by: Rexxx ] |
All times are GMT -4. The time now is 02:08 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.