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-   -   SEV -- House Rules (http://forum.shrapnelgames.com/showthread.php?t=34295)

jfp3 April 18th, 2007 07:53 PM

SEV -- House Rules
 
I just started playing the game a couple of weeks ago and, as with most of you, I'm looking forward to the game getting "ironed out" eventually.

That being said, again like most of you, I will be damned if I'm not going to check this baby out anyway.

So..I was wondering if as of this date, there are some things to do or absolutely NOT do when playing this release (with BMod) for a halfway decent game?. For instance I was reading on SE.net a post about placing mines at warp points early game so as to keep the AI from sending in piecemeal ships. Seems to me a good strategy if you want a decent end game. But there are probably many more.

So what "House Rules" would lead to a game that will give the AI half a chance to give me a run-for-my-money? i.e., Don't research this, stop researching engines at X Level, give the AI 500k starting bonus, don't attack an enemy planet for at least X turns after you declare war so they have time to build up some defenses, allow tech treaties with AI's, but never accept one yourself,etc.

I have read so many great suggestions, I just thought "ok...so what should the top 10 or 20 "House Rules" be?"

se5a April 19th, 2007 04:45 AM

Re: SEV -- House Rules
 
bug thing - don't colonize with a fleet.
take the colony ship OUT of the fleet and tell it to colonize, otherwise you'll loose the entire fleet.

NullAshton April 19th, 2007 08:35 AM

Re: SEV -- House Rules
 
That's not a house rule though. That's just working around a bug.

Romulus68 April 19th, 2007 10:02 AM

Re: SEV -- House Rules
 
Make sure te game is set to view all systems as the AI can't remember where planets are located. If the AI can see everything it will attack better and more often.

aegisx April 19th, 2007 10:20 AM

Re: SEV -- House Rules
 
speaking of that... is Malfador going to fix it? If not, it may be possible to mod that functionality in since there is a "Memory" functionality.

aegisx April 19th, 2007 11:10 AM

Re: SEV -- House Rules
 
By using the Sys_Set_AI_Storage_/Sys_Get_AI_Storage_ functions and storing data from the lst_AI_Attack_Location_ lists it shouldn't be too difficult to give the AI some memory of colony locations. It would require changes to several functions though.

jfp3 April 19th, 2007 04:34 PM

Re: SEV -- House Rules
 
Maybe it's a good idea to mention the bug with the "reason" for the House Rule, but not a new bug list per se. Maybe there is a list of this sort already in circulation?

1) Bump up the AI Starting Stats/Difficulty to highest.
2) Give AI 500k starting Tech points, but don't expend your own
3) Activate Tech Trading between AI's, but never accept trades yourself
4) etc...


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