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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Atrocities November 9th, 2004 07:35 AM

Re: The Star Trek Mod - Final Update
 
Quote:

Captain Kwok said:
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.

Example sought. http://forum.shrapnelgames.com/image...s/confused.gif

The reason the AI is using two of that armor must be because it has more than one ability and the design creation file is calling for both on the designs.

I need to take a break from modding for a while so I will save these improvements until I feel up to modding again.

I thinky they should be in the Version I release so I will hold off releasing the offical next patch until they are incorperated.

I just want to put out a very sold mod so that we can finally get a few stable games going at PBW.

Captain Kwok November 9th, 2004 10:31 AM

Re: The Star Trek Mod - Final Update
 
Here is a quick test I did this morning for the Breen Frigate class design:

Name := Frigate Class
Design Type := Defense Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 310
Size Maximum Tonnage := 330
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 2
Desired Speed := 2
Majority Weapon Family Pick 1 := 1
Majority Weapon Family Pick 2 := 25
Majority Weapon Family Pick 3 := 8
Majority Weapon Family Pick 4 := 2
Majority Weapon Family Pick 5 := 10
Secondary Weapon Family Pick 1 := 0
Secondary Weapon Family Pick 2 := 151
Secondary Weapon Family Pick 3 := 8
Secondary Weapon Family Pick 4 := 22
Secondary Weapon Family Pick 5 := 5
Shields Spaces Per One := 0
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 200
Secondary Comp Ability := Weapon
Num Misc Abilities := 12
Misc Ability 1 Name := AI Tag 02
Misc Ability 1 Spaces Per One := 50
Misc Ability 2 Name := Extra Movement Generation
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Combat Movement
Misc Ability 3 Spaces Per One := 100
Misc Ability 4 Name := Solar Supply Generation
Misc Ability 4 Spaces Per One := 50
Misc Ability 5 Name := Emergency Resupply
Misc Ability 5 Spaces Per One := 800
Misc Ability 6 Name := Armor Regeneration
Misc Ability 6 Spaces Per One := 100
Misc Ability 7 Name := Shield Generation
Misc Ability 7 Spaces Per One := 400
Misc Ability 8 Name := AI Tag 01
Misc Ability 8 Spaces Per One := 50
Misc Ability 9 Name := Combat To Hit Defense Plus
Misc Ability 9 Spaces Per One := 10000
Misc Ability 10 Name := Combat To Hit Offense Plus
Misc Ability 10 Spaces Per One := 10000
Misc Ability 11 Name := Multiplex Tracking
Misc Ability 11 Spaces Per One := 10000
Misc Ability 12 Name := Point-Defense
Misc Ability 12 Spaces Per One := 200

And the results:
http://members.rogers.com/capt-kwok/...reendesign.png

You might be able to set the desired/min speed to 0, and then call for the nacelles themselves as another ability and place them with the warp core.

Anyway, the AI is adding extra scattering armor because it gives a better defense bonus than ecm components - hence why it is in the above design. If you fix up the ecm components - this shouldn't be a problem.

Captain Kwok November 9th, 2004 10:36 AM

Re: The Star Trek Mod - Final Update
 
Also note that I called for the impulse engines using their Combat Movement ability rather than their AI tag.

Atrocities November 9th, 2004 11:26 AM

Re: The Star Trek Mod - Final Update
 
Thanks CK, this is very helpful.

mottlee November 9th, 2004 12:32 PM

Re: The Star Trek Mod - Final Update
 
1.8.9....AI, Vulcan...Unknown Energy Weapon......Unknown Enhanced Energy Weapon...Turn 1

Atrocities November 9th, 2004 01:50 PM

Re: The Star Trek Mod - Final Update
 
Just copy over another research file from another race and rename it Vulcan_AI_Research

mottlee November 9th, 2004 02:42 PM

Re: The Star Trek Mod - Final Update
 
Fed Tec, No Build Pic for Replcator, can click on it and see it but not in build window

Captain Kwok November 9th, 2004 11:17 PM

Re: The Star Trek Mod - Final Update
 
Here are some more ideas for improving the mod's AI designs:

Create "component lineages" that are bound by a common AI tag # that Last throughout the entire game and cover both generic and racial technologies. Here are some generic examples of what I'm talking about:

AI Tag X: Basic Armor - Emissive Armor - Racial Armor
AI Tag Y: Hull Plating - Shields - Phased Shields

Some key considerations for each lineage is to give the first tech level in a low tech start and use the AI tag # to call for them in the design creation file, rather than the explicit ability. This allows for easy design turnovers between components of different abilities, like emissive armor vs. regenerative armor - which may be the case in going from a general armor to a racial one.

Atrocities November 9th, 2004 11:31 PM

Re: The Star Trek Mod - Final Update
 
Quote:

mottlee said:
Fed Tec, No Build Pic for Replcator, can click on it and see it but not in build window

Its in the image pack so it should be showing up. If it is not, then you have not followed the installation instruction layed out in an earlier post. Please review that post and follow those instructions. Thanks.

Comp_1671 is the replicator component.

Atrocities November 9th, 2004 11:32 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Captain Kwok said:
Here are some more ideas for improving the mod's AI designs:

Create "component lineages" that are bound by a common AI tag # that Last throughout the entire game and cover both generic and racial technologies. Here are some generic examples of what I'm talking about:

AI Tag X: Basic Armor - Emissive Armor - Racial Armor
AI Tag Y: Hull Plating - Shields - Phased Shields

Some key considerations for each lineage is to give the first tech level in a low tech start and use the AI tag # to call for them in the design creation file, rather than the explicit ability. This allows for easy design turnovers between components of different abilities, like emissive armor vs. regenerative armor - which may be the case in going from a general armor to a racial one.

This is a really good idea. Thank you.


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