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-   -   Neutral AIs (http://forum.shrapnelgames.com/showthread.php?t=9300)

Xaren Hypr April 29th, 2003 09:41 PM

Neutral AIs
 
I've been tinkering around with the races on my solo game, and I was wondering..can other AIs (other races I'm not using/AI files I'm fiddling with) be used in the RaceNeutral directory? I want to give some of the Neutrals I run into a bit of spice, and with the exception of not being able to leave their system, would they be able to use the various racial traits?

Also as a side question to this, would the Neutrals be able to use (properly named) shipsets other than the generic ones? Just for a bit of variety http://forum.shrapnelgames.com/images/icons/icon10.gif

QuarianRex April 29th, 2003 10:01 PM

Re: Neutral AIs
 
Yes on all counts. So long as you change the files in the appropriate folder (neutral 01, neutral 02, etc.) they can be modded just like any other race.

Taz-in-Space April 30th, 2003 06:14 AM

Re: Neutral AIs
 
Did the TDM Modpack boost the neutral races any?

If not, that would be a great addition.

Xaren Hypr April 30th, 2003 08:14 AM

Re: Neutral AIs
 
I don't know if it modified then or not, but I supplemented the existing Neutrals with a few races that I had downloaded a while back and wasn't using. I'm going to see how this plays out.

dogscoff April 30th, 2003 10:09 AM

Re: Neutral AIs
 
one of the neutrals already has its own custom shipset: Download Phoenix-D's Clukruk Republic from

http://www.sandman43.fsnet.co.uk/clukruk.htm

The are intended to be used as a non-neutral race, but there's nothing to stop you renaming the files and putting them in your pictures/raceneutral/neutral004 folder. It works, and they look really cool.

[ April 30, 2003, 09:11: Message edited by: dogscoff ]

JLS April 30th, 2003 02:01 PM

Re: Neutral AIs
 
If you want to see Neutrals, check out AST mod, Atrocities has 20 Neutrals, to complement his 20 Players, that is 40 Races; most if not all, with there own Ship Sets and AI files, I don’t know how this guy did it, but I now know, the work and the detail that his AST team put in this mod is Absolutely Unrivaled.

[ April 30, 2003, 13:09: Message edited by: JLS ]

Xaren Hypr April 30th, 2003 04:03 PM

Re: Neutral AIs
 
Heh, now I wish that the number of neutrals wasn't limited to 5... http://forum.shrapnelgames.com/images/icons/icon6.gif

Gryphin April 30th, 2003 05:26 PM

Re: Neutral AIs
 
If I understand correctly it should be possible to create a Neutral that:
Build from it's own tech tree
Colony Ships
Pop transporters
Weapons Plaforms
Bases
Fast Drones with huge warheads
Refuse Treaties
Beam Weapons with range 14

Basicaly make them very tough to take out in early game.

Master Belisarius April 30th, 2003 07:16 PM

Re: Neutral AIs
 
Quote:

Originally posted by Xaren Hypr:
Heh, now I wish that the number of neutrals wasn't limited to 5... http://forum.shrapnelgames.com/images/icons/icon6.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Hug, for what?
The Neutrals are ok for RPG, but IMHO, they're hopeless in terms of challenge.

JLS April 30th, 2003 08:39 PM

Re: Neutral AIs
 
Quote:

Originally posted by Gryphin:
If I understand correctly it should be possible to create a Neutral that:
Build from it's own tech tree
Colony Ships
Pop transporters
Weapons Plaforms
Bases
Fast Drones with huge warheads
Refuse Treaties
Beam Weapons with range 14

Basicaly make them very tough to take out in early game.

<font size="2" face="Verdana, Helvetica, sans-serif">Absolutely, just add a racial trait, tie it into a new tech with start at one, and tie that to a facility, weapon, Vehicle, etc.

Plus the trait can give the neutral 1500+ points so he may purchase a racial trait or what ever.

To see how I did this Refer to AI Campaign Mod. neutrals and AI files.

[ April 30, 2003, 19:45: Message edited by: JLS ]


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