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AI Designer Wanted
Okay folks, I'm looking for people that can design the AI for the following races:
Star Empire of Romii-Psionic Race Angelican Regency-Crystallurgy Angelican Reich-Temporal (shipset still in the works) If you are able to do it, or willing, contact me. |
Re: AI Designer Wanted
I can do specific AI for Proportions mod and ask PvK to include it. Are you interested ? As to unmoded SE - sorry, too boring http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: AI Designer Wanted
Sorry to hijack your thread A/R, but...
Oleg, if A/R does not take up your offer of a Proportions AI, would you consider doing one for my latest (not yet finished) race? The KanesS As you can see I am planning to make all the additional Proportions sizes for them as well as all the standard and neo-standard images, so they will look very cool in Proportions. Oh, I've already done the AI_general and AI_Speech (the easy ones=-) - take a look to get an idea of their behaviour. " Response Enemy Accept Trade 1 := Whoever said you shouldn't play with your food?" You can change the racial traits I've chosen if you like. [ March 03, 2003, 10:11: Message edited by: dogscoff ] |
Re: AI Designer Wanted
Can you squueze both Natural merchants and crystallurgy in 2K start up ? You see, natural merchands require a special construction_facilities file.
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Re: AI Designer Wanted
Quote:
If you took on this AI, you would have complete freedom to work with whatever racial traits you wanted. I picked the ones in that AI_General pretty much arbitrarily. |
Re: AI Designer Wanted
Aahhh, al right then http://forum.shrapnelgames.com/images/icons/icon7.gif How do they look like though ?
You are right we are hajcking Angelicans thread http://forum.shrapnelgames.com/images/icons/blush.gif [ March 03, 2003, 12:29: Message edited by: oleg ] |
Re: AI Designer Wanted
To see what they look like so far, click here.
To see the AI_General and AI_Speech files I have already done, click here. Send Stop espionage activities 1 := Your spies have been caught and eaten. Please send more, they were delicious. [ March 03, 2003, 12:33: Message edited by: dogscoff ] |
Re: AI Designer Wanted
Yes... This went a little off track.
Explain to me what is in that mod and I'd decide. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: AI Designer Wanted
From the Proportions readme:
Mod Description: ================ Proportions makes large changes to the proportions of economy and development in Space Empires IV. The scale of several aspects of play have been made more realistic, along with various other changes. The most important changes are that homeworlds now begin stocked with "Cultural Center" facilities which represent the developed cultural homelands of an empire. These would take a very long time to reproduce on an alien world, and they are much more productive and capable compared to facilities which can be quickly constructed on colony worlds. As a result, homeworlds begin the game quite powerful, whereas colonies are less productive and would likely take longer than an entire game to develop to the same level as a homeworld. Colony worlds can be developed to fairly impressive levels with enough time and population. More achievable than full cultural centers are city facilities of various sizes, for example. Contributing to this effect are the changes to populations, which now grow at a more realistic rate (about 1/10th the normal SE4 rate) and which also require a more realistic amount of effort to transport to planet to planet, since they now weigh a more realistic 1000 kT, and cargo capacities mean a large ship is required to move even one of these. A colony with a small population also builds at a much slower rate than a world with billions on it. All of this means that developing a colony infrastructure is still very important but is also more challenging, and will not so quickly alter the balance of power or research. Another large set of changes involves ship design. The ship designs have been developed to include pseudo-Newtonian movement. Speed is proportional to thrust divided by mass. All ship sizes have a to-hit modifier based on size and maneuverability, and a ship which loses its engines becomes easier to hit. Larger hulls are more expensive to build and maintain, and smaller ships require fewer engines and are harder to hit, so bigger is not always better in every case. Colony ships are huge. New ship classes include Scout, Massive Base Ship, and Starliner. Planetary capacities have also been increased, both for units and for resources. This means that planetary defenses can be amassed to great strength, particularly on a homeworld, and empires also can stockpile large reserves of resources, so they can potentially operate at a deficit for extended periods. Proportions includes numerous other adjustments to the game, listed below: Infantry units have been added. These are available from the beginning of the game. The best ground force is probably a combination of infantry and vehicles. Ground combat has also been slowed down. It may take many turns to conquer a well-defended planet on the ground. Militia has been greatly toned down - planets should be garrisoned if they are to resist a serious invasion. Because of the cheapness of infantry units, the effect on population happiness has been removed. Standard armor works differently than in the un-modded game. It is not all peeled off before any component damage is done. Instead, it absorbs a lot of damage and protects components, but components can be destroyed while armor is still intact. This is more realistic and unpredictable, and makes ship design more interesting - using only components makes for a more powerful but also more fragile and expensive ship than one with some space devoted to armor. --------------------------------- As you can see, AI for Proportions is different from normal game. You can download the latest Proportions mod here: http://g2.latibulum.com/pvk/proportions/ |
Re: AI Designer Wanted
Angelicans/Romiians,
I would like to give a go to AI creation for standard game. Be advised, I am new to this, but I am willing. http://forum.shrapnelgames.com/images/icons/icon7.gif I think I'll start with Angelican Reich-Temporal, as I would like to work on a temporal AI. Send me a mail and we'll discuss the details. |
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