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-   -   AI Designer Wanted (http://forum.shrapnelgames.com/showthread.php?t=8720)

Angelicans/Romiians March 2nd, 2003 10:26 PM

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.

oleg March 3rd, 2003 03:21 AM

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

dogscoff March 3rd, 2003 11:44 AM

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 ]

oleg March 3rd, 2003 01:59 PM

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.

dogscoff March 4th, 2003 02:06 AM

Re: AI Designer Wanted
 
Quote:

Can you squueze both Natural merchants and crystallurgy in 2K start up ? You see, natural merchands require a special construction_facilities file.
<font size="2" face="Verdana, Helvetica, sans-serif">Who, me?

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.

oleg March 4th, 2003 02:11 AM

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 ]

dogscoff March 4th, 2003 02:30 AM

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 ]

Angelicans/Romiians March 8th, 2003 05:16 AM

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

oleg March 8th, 2003 12:19 PM

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/

Unknown_Enemy March 12th, 2003 04:11 PM

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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