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-   -   adapting AI to devnullmod (http://forum.shrapnelgames.com/showthread.php?t=9249)

Pocus April 23rd, 2003 06:56 PM

adapting AI to devnullmod
 
Sorry, I know it has been already asked. I browsed without success the board to find an anwser:

what should I do to have a TDM or unmodded AI works for devnullmod? Not speaking of switching to default AI, but adapting it.

I would like especially to add to the devnullmod the races of the TDM mod, to have a broader choice. But I dont want to switch them to the default AI. If I add them simply, SE IV tells me there is an error in loading the emp file, and I feel anyway that the TDM AI will be crippled if used as it in the devnull mod.

Also if I understand well, the TDM mod is a collection of race with custom AI, but without other changes to SE IV, whereas devnullmod is a major reworks of nearly all parameters of SE IV, with additional races?

Excuse my ignorance

Pocus April 24th, 2003 06:17 PM

Re: adapting AI to devnullmod
 
bump 1 of 2

oleg April 24th, 2003 06:44 PM

Re: adapting AI to devnullmod
 
Not a full answer, just few suggestions: Empire files must be made again because of different race traits. Check AI_general files so AI will use exactly 2K points for 2K start etc. It may be needed because of different cost of different traits. AFAIK, Devnul uses QN propulsion. Take a look on AI_design file and change your race file accordingly. If you want AI to research new technologies not present in stock SE, add them to AI_research file.


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