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-   -   Updated Borg Variant, Klingons, Romulans and Shadows (http://forum.shrapnelgames.com/showthread.php?t=3894)

God Emperor August 15th, 2001 04:13 PM

Updated Borg Variant, Klingons, Romulans and Shadows
 
Have been working on a major revamp of my Borg Variant, the Klingons, Romulans and Shadows for sometime now. Have been doing several play tests and tinkers and think that its worth releasing for general consumption. The updates are labelled V141a and are different from the mod-pack Version posted yesterday (didnt realise that an update was due).
Will be interested to hear your thoughts.
Regards,

God Emperor

Master Belisarius August 18th, 2001 05:48 AM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
I can see that you was doing different Colony Ships too! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
But I can see a little problem with your solution: the AI will be unable to colonize until research the DS hull.
I did a test with one starting planet, and it was a problem for the Klingon. Also, the AI built several "Colony" ships with FG size, with only engines.

Honestly, still I like more what Atraikius did with the Orks, or myself with the Aquilaeian.

God Emperor August 20th, 2001 01:21 AM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
MB,
Thanks for that. In my play tests, I thought that I had eradicated that problem. Will take another look.
Regards,

GE

PS: What did you do with your Aquilaeian race?


[This message has been edited by God Emperor (edited 20 August 2001).]

Atrocities August 20th, 2001 03:13 AM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
GE, do you enjoy making AI? (If so, I have some projects for ya. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif )

Master Belisarius August 20th, 2001 02:57 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
I kept the old colony ship design, because the AI can use the standard colony ship in the beginning of the game. But also, have included a new colony ship design, based on the Light Cruiser hull.
The idea was to create a more fast colony ship, with extended fuel range, self-destruction device, an small weapon to kill ships without weapons, and cloak capabilities (when the technology is available of course). Also, I wanted to keep the colony ship with an small size, because if not, a biggest ship _ in my view _ could take a long time to be constructed, and _ in my view again _ could be very expensive.
After research the LC, the AI stop to use the standard colony ship, and start to use the new colony ship design.

God Emperor August 20th, 2001 04:00 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
MB,
To get it to work, did you set Colony Ships as size 0-300kT and Light Cruiser Colony Ships as 400+ ?

Atrocities,
Do you have a specific race idea in mind? I could be interested!

Regards,
GE

Atraikius August 20th, 2001 04:22 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
God Emporer - that what I had done, except I allow them to use up to BC hulls.

Master Belisarius August 20th, 2001 05:33 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by God Emperor:
MB,
To get it to work, did you set Colony Ships as size 0-300kT and Light Cruiser Colony Ships as 400+ ?
GE
<HR></BLOCKQUOTE>

As you said, I did the standard Colony ships with size 10-300Kt. But about the new colony ship, the size is only LC: 400-400 Kt.

God Emperor August 21st, 2001 12:55 AM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
MB, Atraikus,
Thanks for the confirmation. I'll make the necessary modifications. Definately the simplest and cleanest way to go.

Regards,
GE

Master Belisarius August 21st, 2001 02:39 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
God Emperor: No problem!

Tampa: thanks for the advice, and I will check again.
I can remember the message once saying "A cloaked ship can't colonize a planet", but at the next turn the planet was colonized. But the AI usually had not problems colonizing with cloaked ships: seems to be that this was fixed.

God Emperor August 21st, 2001 03:14 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
Have just posted V141b of the Borg variant, Klingons, Romulans and Shadows.

I have modified the DesignCreation files to allow the use of ColonyShip hulls upto 300kT and have removed Cloaking until my play tests confirm no problems.
Regards,
GE

Crazy_Dog August 21st, 2001 08:27 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
The new Version can replace the ones that come with tdm, or must be a new directory ?

God Emperor August 22nd, 2001 01:14 AM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
Crazy_Dog,
This Version includes "Filler Tech's" which improve the AI's researching efficiency. Essentially this means that two new techs (Filler tech 1 and Filler Tech 2) have been added to the TechAreas file and to the racial Research files. If modifying your TechAreas file will not cause you a problem (ie you havent modified it with some other mod) I suggest that you use this Version rather than the mod pack one.
The mod pack Version does not include the Filler Techs and is about to be replaced by an update - just mailed the mod pack Version to Tampa_Gamer Last night.

Regards,
GE

Tampa_Gamer August 22nd, 2001 01:22 AM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
MB - you want to be careful with cloaking colony ships. I scripted the Darlok to do this and then learned that a cloaked colony ship cannot colonize while cloaked. I have not tested this in the latest SE4 Version, but I did not see it on the fixed list. Unfortunately, I have not seen the AI smart enough to "decloak" prior to colonizing.

Master Belisarius August 22nd, 2001 05:09 AM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
100% confirmed: the AI have not problems with Cloaked Colonizers.

Master Belisarius August 22nd, 2001 02:41 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tampa_Gamer:
Excellent! I wonder if mine sweepers can sweep while cloaked too? (This was another problems prior to v 1.41 that caused a lot of Last minute headaches for people removing sweeps from their AI attack ship designs)

[This message has been edited by Tampa_Gamer (edited 22 August 2001).]
<HR></BLOCKQUOTE>

Sadly, but no: cloaked ships can't remove a minefield.

About the Colonizers, the minister decloak the ship before colonize the planet, then, still cloaked ships can't colonize planets, but the AI know that need to decloak the ship first! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

dogscoff August 22nd, 2001 03:02 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
{Cloaked minesweping}

Do you think this is a bug or a feature? IE is it in becasue

A&gt;Aaron thinks that a minesweeper should not work while the ship is cloaked or because B&gt;the code isn't quite right?

If it is B then we should report it as a bug.

If it's A then I think we should request that sweeping and cloak/decloak orders be put into order Queues rather than executed immediately. (So you could tell your ship "move to "location", "decloak", "sweep", "cloak" and then watch it go execute those orders in that sequence.)

------------------
SE4 Code:
L Gd! $ Fr- C- Sd T!+ Sf-- Tcp-- A% M&gt;M+ MpD Pw RV Fq+ Nd- Rp+ G-
/SE4 Code
http://www.sandman43.fsnet.co.uk/se4main.htm

Master Belisarius August 22nd, 2001 03:53 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by dogscoff:
{Cloaked minesweping}

Do you think this is a bug or a feature? IE is it in becasue

A&gt;Aaron thinks that a minesweeper should not work while the ship is cloaked or because B&gt;the code isn't quite right?

If it is B then we should report it as a bug.

If it's A then I think we should request that sweeping and cloak/decloak orders be put into order Queues rather than executed immediately. (So you could tell your ship "move to "location", "decloak", "sweep", "cloak" and then watch it go execute those orders in that sequence.)

<HR></BLOCKQUOTE>

I can see your point. But, actually I belive that's a bug, because have reported several times this to Aaron, and their answer always was that he would try to include the fix for the next patch (I'm reporting this from some patches ago, hehehe).

BTW, if this is a feature, this only would work against already known minefields... and considering that the cloak in SE4 is a very weak option (comparing with SE3), in my view, would become an unusable option: to send an attack, you always will be forced to have decloaked your minesweepers in you fleets... ergo, the cloak would become useless. Specially for the AI, because an Human can suspect that some warp point should have mines, but the AI never guess anything.

Atrocities August 22nd, 2001 03:58 PM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
Atcually, I have 4 races in mind. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

8472
TOS
Breen
Dominion

I have fiddled a bit with the AI, but discovered that as much fun as it is, I really don't know jake about what I am doing, and my learning curve (time wise) is atrocious.

------------------
"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG
New Age Ship Yards

God Emperor August 23rd, 2001 01:03 AM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
Atrocities,
What are the key racial traits that you envisage for each of the races?

GE

Tampa_Gamer August 23rd, 2001 01:40 AM

Re: Updated Borg Variant, Klingons, Romulans and Shadows
 
Excellent! I wonder if mine sweepers can sweep while cloaked too? (This was another problems prior to v 1.41 that caused a lot of Last minute headaches for people removing sweeps from their AI attack ship designs)

[This message has been edited by Tampa_Gamer (edited 22 August 2001).]


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