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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
AI will use the Last mount in the list that is available to be used on any component. So, it would appear that some reordering may be necessary.
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
hmmm.. it isn't the scaling mounts that are screwing the AI.. its the reactors... doesn't use em.. therefor no supply... and their ships go nowhere.... at least their colony/cargo ships dont... warships do...
the AI's have quantum reactors as the first misc ability listed in there designcreations... looks like this should be supply storage... or Solar Supply Generation, as there are no quantum reactors for the SW sides... [ June 29, 2003, 22:23: Message edited by: openair ] |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Hello Texas Hawk, welcome to the forums. Your experience playing the Empire is similar to mine (although I haven't moved into the middle game yet). Just a clarification - if the fire control system is spread out between the gunnery stations then it is a distributed fire control system, not a centralized one.
The superlaser comment was mine BTW, not Fyron's. http://forum.shrapnelgames.com/images/icons/icon12.gif Andres : I'd say that destroying supply-holding components is a better way to simulate ion cannon damage because it will completely disable its target. See you all later, I want to get another War for the Stars entry done today (yes, this is a plug). http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
We didn't get to optimize AI for this mod yet.
AIs should use the standard SE4 trait to work for the time being. Scaling mounts are the only mount available for those components so they should be used, but someone should add reactors and optimize other additional components, as well as research. Does anyone volunteer to mod the AI? [ June 29, 2003, 23:27: Message edited by: Andres ] |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
well... im not too experienced, but i have started modding them for myself...
if someone could point me to a tutorial, i could probably do it... |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I've got well into a game with the new fix and discovered a weapon thats' off, at least I think so
Anti-Orbital Ion Cannons have target Security Stations only, is that what its supposed to be? |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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I have played with some of the techs to try and do a little personal 'balancing', especially the end-game Empire techs. I have also modified costs for certain large-scale ships. I'd like to do some AI stuff but I've never really messed with it... but what the heck.. that's what backup folders are for, huh? :-p Andres... can you or somebody post a link where we can download the missing sector background files? I know you said something about FQM.. is that Fyron's mod?? Well, I guess I might *try* and do something with a specific Empire AI file. It's sure to suck, though, at least the first 10 Versions or so, but we'll see. Nothing like modding and playing SW while listening to a little Moby trance remix of Star Wars... http://forum.shrapnelgames.com/images/icons/icon10.gif Steve |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Also... probably a stupid question, and I'm sure the answer's out there somewhere, but I'm in a zone... How do you get an empire to use/recognize a specific AI file??
Thanks! Steve |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
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