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Re: Mephisto MOD 1.50
Dude, If I have not told you how awesome this mod is yet, and all the ongoing work that goes into it.. I am doing so now.
(by the by, there is a typo on the URL again. has a comma at the end.) |
Re: Mephisto MOD 1.50
Ah, thanks, Puke. Such comments keep one going. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
BTW: I have fixed the type. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Mephisto MOD 1.50
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>1.) Fixed a bug that prevented the EA from building intelligence centres.
2.) Fixed a bug that prevented the Ai from building more ships and units later in the game.<HR></BLOCKQUOTE> Could you please explain these bugs in more details? I am goning to need to do it for my mod too. Btw. great work there, keep going. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Mephisto MOD 1.50
Hi there,
just wanted to tell you that i have (once again) updated my MOD. I squished two bugs that will greatly affect game play. 1.) Fixed a bug that prevented the EA from building intelligence centres. 2.) Fixed a bug that prevented the Ai from building more ships and units later in the game. FYI Modders: The AI DOES use the resource storage. Without them the AI will eventually stop building units and ships in large numbers even so there is enough income. Strange but true... |
Re: Mephisto MOD 1.50
I have to agree, thanks for this awsome mode. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif It is a very well received addition to a great game. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Mephisto MOD 1.50
Sure.
Bug 1 was just a typo. Bug 2: I found that the EA-AI was building ships and fighters in the later game (turn 200 and above) and had amassed a good fleet. But for some reason the AI was just building 1 ship or 2 fighters at a time even so free mineral resources were at 200.000 and above (and enough of other resources). A default SE4 race with nearly the same resources did not suffer from that problem. I manually intervened and build some storage facilities. As soon as these were ready the AI began to massively build up ships and units once again even so no other parameters were changed. I now have the AI build organic and radioactive storage facilities on large planets of this mining type. Mineral storage facilities are build on military installations and construction yards. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Daynarr: Quote:
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Re: Mephisto MOD 1.50
Thanks for the Mod. Great work.
I'm just starting to play with the AI files and this is a fantastic help. |
Re: Mephisto MOD 1.50
UM, Where can I get your MOD?(I am new to this forum so I may be missing something)
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Re: Mephisto MOD 1.50
Dravis,
Check out the Scenerio/Mods Archive forum here on this board. Lots of good stuff, including [K126]Mephisto's excellent work! |
Re: Mephisto MOD 1.50
Thanks Mephisto, that helps a lot. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Mephisto MOD 1.50
Hi Tamap_Gamer,
glad you are back. 1.) AI_Planet_Types: This is a file I do not full understand (the % problem you mentioned). In consequence I did not alter the file. As it seems the AI is not THAT bad at this. Ok, sometimes it is http://www.shrapnelgames.com/ubb/images/icons/icon7.gif but it works somehow and I had other areas to work on, i.e. I altered WHAT the Ai is building, not where. The problem is less severe in the later games where the EA is building atmosphere converters and value improvement plants. But I agree the AU_Planet_Types is “improvable”. 2.) I did not find a file for the Intel-projects. Probably hard-coded… 3.) I only know of the Default_AI_Strategies.txt / EarthAlliance_AI_Strategies.txt. All files in the EA folder exept for the Default_AI_Strategies.txt seem to work. BTW: I eagerly await the Darloks. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Mephisto MOD 1.50
Mephisto - great job as always. I'm back after a week hiatus from the Board - lot of traffic while I was gone and a lot of new faces! I admit I got a bit frustrated with the AI race I was working on (Darlok). The three problems that had me (literally) banging my head against the wall were:
(1) Getting my heavily modified "AI_Planet_Types" to work; (2) Searching for a way to limit the number of active intel projects the AI had at one time (similar to 25/50/35 in research areas); and (3) My heavily modified strategy file for the Darlok was not being used. On point 1, I notice that you have taken a more generic and balanced approach to planet building with the EA to solve this problem, can you confirm this? Did you try to modify the planet types? I believe we had an earlier thread about this with the Baron. The bottom line is that I do not think the "comparative value" function of the routine is working, I think it stictly goes to % of empire. On point 2, have you looked into the intel project files at all during your modding? On point 3, as you pointed out in your "Remaining Issues" thread, the game only uses the AI_Default file. Have you noticed any other AI files that it does this with? I think I will just adjust my files accordingly tonight and post the race so I can start to get feedback. As it stands right now the Darloks were usually fighting for 2nd/3rd place with the EA (the week and a half ago Version) in most of my games. I know I said it about a month ago, but hopefully others (including me) me will post their modified AI race (with no or non-dependent tech altering) so we can challenge them against each other. The end result will be a number of AI races who will give us a challenge as well! Sorry for the long post, but wanted to say thanks again. [This message has been edited by Tampa_Gamer (edited 02 January 2001).] |
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