.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   SEIV (http://forum.shrapnelgames.com/forumdisplay.php?f=149)
-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Aiken November 8th, 2004 03:07 PM

Re: The Star Trek Mod - Final Update
 
Quote:

mottlee said:
...vULCANS ...w/AI on Error in advance energy weapons?

Vaadwaur too. So there are 3 races with incorrect AI_Research files: Borg, Vaadwaur and Vulcan.

About ships lacking warp cores - AT, it'd better to move Extra Movement Generation call (responsible for warp cores) from Misc Ability lines to Must Have Ability lines, ie
<font class="small">Code:</font><hr /><pre>Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := Weapon
Must Have Ability 2 := Extra Movement Generation</pre><hr />
edit: small fix

mottlee November 8th, 2004 03:20 PM

Re: The Star Trek Mod - Final Update
 
DANG Cap Lock!

Atrocities November 8th, 2004 10:43 PM

Re: The Star Trek Mod - Final Update
 
Thanks guys, will check this out now.

Atrocities November 8th, 2004 10:44 PM

Re: The Star Trek Mod - Final Update
 
As far as I can tell, there is no Advanced Energy Weapons tags in any races Research files.


I may have fixed this in 1.8.9 though. You both should have the latest "correct" link to this. Its an Rar file so if you do not have winR, let me know and I will zip it up for you.

Atrocities November 8th, 2004 10:48 PM

Re: The Star Trek Mod - Final Update
 
Quote:

aiken said:
Quote:

mottlee said:
...vULCANS ...w/AI on Error in advance energy weapons?

Vaadwaur too. So there are 3 races with incorrect AI_Research files: Borg, Vaadwaur and Vulcan.

About ships lacking warp cores - AT, it'd better to move Extra Movement Generation call (responsible for warp cores) from Misc Ability lines to Must Have Ability lines, ie
<font class="small">Code:</font><hr /><pre>Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := Weapon
Must Have Ability 2 := Extra Movement Generation</pre><hr />
edit: small fix

I will try this. Do you think it will work? In most cases all designs are doing as they are told. I will double check all races again.

Captain Kwok November 9th, 2004 12:02 AM

Re: The Star Trek Mod - Final Update
 
I started up a quick game with the 10 major races, using the design ministers for each one to see how the AI is designing ships.

Some observations:

Illegal amounts of scattering armor is being added to all ships. I'd recommend giving each "class" of armor a specific AI tag. That way you can call for an exact type of armor rather than just by ability. i.e. light armor vs heavy armor etc.

The AI designs are messy. I'd try to get some sort of order in the design files (i.e. propulsion components together, weapons together etc) to clean them up.

There are major supply issues as tech increases. First of all, the warp core should not eat up supplies, as of now it eats 80 supplies for each move point! Ships at max tech use all their supply on the first turn. You're looking at about 400 points of supply per turn for nacelle movement, so the warp core should supply about 4000 at max tech, with two bussard ramscoops recovering about half of what nacelles use, i.e. 100 each per star.

The Klingons could use a better name file. I'm sure some RPGing Trekkie has a list of Klingon names on the web... http://forum.shrapnelgames.com/image...ies/tongue.gif

Captain Kwok November 9th, 2004 12:07 AM

Re: The Star Trek Mod - Final Update
 
Woops.

Another major thing is that the target rolls are far too low. Ships at point blank range are missing each other like crazy.

My recommendations... make lots of levels of combat sensors and ECM with small steps of 5/6% to a max of 50-60%. You may also want to chage "Combat To Hit Modifier Per Square Distance := 10" to 5.

Captain Kwok November 9th, 2004 02:23 AM

Re: The Star Trek Mod - Final Update
 
Slight clarification. Warp Core X should probably be 3000 or so supplies, while the most advanced reactor could be 4000 or so.

Fyron November 9th, 2004 02:25 AM

Re: The Star Trek Mod - Final Update
 
The Design Names Anthology has a Klingon names file with 265 names in it.

Quote:

The AI designs are messy. I'd try to get some sort of order in the design files (i.e. propulsion components together, weapons together etc) to clean them up.

The AI makes messy ship designs. There is not too much that can be done about it...

Captain Kwok November 9th, 2004 02:27 AM

Re: The Star Trek Mod - Final Update
 
The AI does make messy designs, but I'm fairly certain by adjusting the order in the design file you can help clear it up a bit.


All times are GMT -4. The time now is 06:01 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.