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Quick Questions-Added
grEEEtings all, http://forum.shrapnelgames.com/images/icons/icon7.gif
Just a few questions whilst I'm here. One, I vaguely remember a post about modding missiles that go till they hit something (unlimited range, something about a mount to range 21 or maybe the component to range 21), anyone care to shed some light upon this? Two, can the Neutral races be modded to have different tech/racial tech etc. Can I just add in the various txt files in their directory and they will use them like a normal AI? Thx, probally will ask more as I think of them. [ July 21, 2004, 16:29: Message edited by: Deathstalker ] |
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Fyron made the post I believe. Past that I do not recall much other than it was dicussed heavily.
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I believe that putting a damage value for ranges all the way up to 21 will make a missle keep going until it hits its target, but I haven't tried that.
Neutral races can only have technologies available to everyone else, and only get unmodified racial charactaristics, I believe. However, you can make interesting non-neutral AIs that will stay in their system by only supplying ship designs that will not explore, like defensive ships. They will only leave their homesystems if they are given system maps of other systems, as non-exploring ships will not corss warp points that lead to the unknown. I don't immidiately recall all the specifics of this 'bottled demon' style AI, but it has been discussed somewhere. |
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Neutrals can have and use racial technologies if you include them in their AI files. You can even create special super technologies for them to make them stronger: global production center (facility that produces all resources), universal colony module (all planet types can be colonized from the beginning of the game), cheap atmosphere converter and so on. In standard SE IV this is just not used.
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Loser is right about infinite distance missile.
Example from the SJ's Gritty Economy mod which has infinite range missiles: Weapon Type := Seeking Weapon Target := Ships Weapon Damage At Rng := 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 So, as you see, they have to fire at range 21. |
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Thanks guys, been playing a bit lately (in between diaper changes, lol) and have taken a liking to having 4 AI's and 10+ neutrals on a high/max bonus setting. Been fun seeing the Flora and the Tesselite duke it out while I try to protect the neutrals. (nasty AI's those).
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What expanded role can we see for neutrals in SE5 - suggestions welcomed.
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Couple of other Modding Neutral Threads:
A few more ideas on the subject http://www.shrapnelgames.com/cgi-bin...3;t=009521;p=2 A few more ideas on the subject http://www.shrapnelgames.com/cgi-bin...=008920#000007 Neutrals Building Repair Ships http://www.shrapnelgames.com/cgi-bin...193;p=2#000019 Maybe a Neutral that built fast very strong drones that could reach anywhere in one or two turns. This combined with an active warp mining activety could be nasty. I always wondered what a Neutral would do if it had warp point openers. Imagine if it spent the game making random warp point connections? [ July 21, 2004, 12:00: Message edited by: Gryphin ] |
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Thanks guys, think I'm going to do some minor modding (provided my daughter stays quiet for a bit http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon12.gif )
Also, there was a beautiful shipset ages ago that I can't quite get ahold of, the Solarian Kingdom. Every link I try seems to be dead. Anyone have a copy they can throw on PBW for me to download or email me? How does the AI handle one way warp-points? Is there any way to have Warp-points start in the same space as a planet all the time (or asteroid etc) without manually editing the map? [ July 22, 2004, 03:08: Message edited by: Deathstalker ] |
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Using the Map editor you can create one way warp points. A devious map maker can create warp points to systems with no exit.
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