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Search: Posts Made By: God Emperor
Forum: Space Empires: IV & V November 20th, 2002, 03:27 PM
Replies: 26
Views: 5,615
Posted By God Emperor
Re: Point Defence and Maximum Weapons Range orders

SJ,
Your idea regarding the use of 0 damage in the intervening ranges does work.
I have watched several large battles and the AI ships will standoff whilst firing, whilst the PD does only fire when...
Forum: Space Empires: IV & V November 20th, 2002, 01:48 PM
Replies: 203
Views: 22,586
Posted By God Emperor
Re: AI DEAD MATCH CONTEST!

@Alpha Kodiak,
In my games (large galaxies, high difficulty, low bonus, 19 modpack races) I generally find the Rage to be between 6th to 10th place across the first 100 turns (I include them in all...
Forum: Space Empires: IV & V November 19th, 2002, 11:50 PM
Replies: 26
Views: 5,615
Posted By God Emperor
Re: Point Defence and Maximum Weapons Range orders

SJ,
But on other occaisions the ship would be firing and scoring (reduced) damage when it would not currently be able to do so.

Anyway, the 0 damage option is the best way ahead and I'll road...
Forum: Space Empires: IV & V November 19th, 2002, 03:44 PM
Replies: 7
Views: 1,771
Posted By God Emperor
Re: AI and resources

Rexxx,
There certainly is an over-ride on the planet designation routine. I'm not sure whether it is a ratio of the nett production to storage or what.
I usually find that giving the AI at least a...
Forum: Space Empires: IV & V November 19th, 2002, 03:26 PM
Replies: 7
Views: 1,771
Posted By God Emperor
Re: AI and resources

SJ,
is this the line you mean?

Maximum Maintenance Percent of Revenue := 99

GE
Forum: Space Empires: IV & V November 19th, 2002, 03:14 PM
Replies: 26
Views: 5,615
Posted By God Emperor
Re: Point Defence and Maximum Weapons Range orders

SJ,
Just two things:

1) Does the 0 damage setting prevent triggering of PD? (havent tried it myself yet),
2) My proposal to phase in damage was intended to try and average out the effects of...
Forum: Space Empires: IV & V November 19th, 2002, 02:23 AM
Replies: 26
Views: 5,615
Posted By God Emperor
Re: Point Defence and Maximum Weapons Range orders

@Phoenix-D
I take your point about PD opening up just before they can do normal damage but that can be managed somewhat by say phasing in the damage a little earlier:

Name :=...
Forum: Space Empires: IV & V November 19th, 2002, 01:57 AM
Replies: 26
Views: 5,615
Posted By God Emperor
Re: Point Defence and Maximum Weapons Range orders

The only downside to the PD mod is that when the enemy is down to just satellites, ships armed only with missiles end up engaging the satellites with their PD at range 19 where they do minimal damage...
Forum: Space Empires: IV & V November 19th, 2002, 01:35 AM
Replies: 26
Views: 5,615
Posted By God Emperor
Re: Point Defence and Maximum Weapons Range orders

The mod I suggested works guys (I just love the flexibility of this game!). Just finished running a couple of battles and the AI operated as I would have done!

The PD do not seem to harm seekers...
Forum: Space Empires: IV & V November 19th, 2002, 01:27 AM
Replies: 26
Views: 5,615
Posted By God Emperor
Re: Point Defence and Maximum Weapons Range orders

A possible thought I had an an interim fix to the problem was to redesign the point defence component with a much longer range but have the damage at long range as only 1pt.

eg:

Name ...
Forum: Space Empires: IV & V November 19th, 2002, 12:59 AM
Replies: 26
Views: 5,615
Posted By God Emperor
Re: Point Defence and Maximum Weapons Range orders

Hmmm,
I did try that without any real change in the AI's tactics (as evidenced by the extract).

GE
Forum: Space Empires: IV & V November 19th, 2002, 12:41 AM
Replies: 26
Views: 5,615
Posted By God Emperor
Re: Point Defence and Maximum Weapons Range orders

@PvK
Which file has the toggle that you mentioned?

@Rexxx,
I have ships set with Maximum Weapons Range as primary and secondary movement orders but am still finding the ships to be seeker...
Forum: Space Empires: IV & V November 18th, 2002, 07:04 PM
Replies: 26
Views: 5,615
Posted By God Emperor
Point Defence and Maximum Weapons Range orders

Have been reviewing some AI combats (I usually play tactical) when I noticed that the AI moves ships towards missiles or fighters even though the ships have Maximum Weapons Range orders and their...
Forum: Space Empires: IV & V November 18th, 2002, 03:05 AM
Replies: 3
Views: 1,513
Posted By God Emperor
Re: Master Computer Mod Problem

Thanks SJ.

Nothing more I can do till the next patch (hopefully) then.

Regards,

GE

[ November 18, 2002, 01:06: Message edited by: God Emperor ]
Forum: Space Empires: IV & V November 18th, 2002, 02:47 AM
Replies: 3
Views: 1,513
Posted By God Emperor
Master Computer Mod Problem

Have been testing my AI some more and have noticed that ships are being designed with Master Computers and Living Quarters, Crew Quarters etc. I thought that the MC would replace all of the crew...
Forum: Space Empires: IV & V November 17th, 2002, 04:56 AM
Replies: 203
Views: 22,586
Posted By God Emperor
Re: AI DEAD MATCH CONTEST!

Thanks for the update and the effort you are putting in MB!

Just as a note, the Praetorians and Klingons have a lot of similar AI files, with the Politics and Anger files being the main...
Forum: Space Empires: IV & V November 15th, 2002, 01:40 PM
Replies: 10
Views: 2,782
Posted By God Emperor
Re: v1.78f Borg, Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal

@Uknown_enemy,
Thanks again for the feedback. Do you think that the Borg need to be toned down a little or do you welcome them as a good inclusion to make for a harder game?
Havent really got a...
Forum: Space Empires: IV & V November 15th, 2002, 02:51 AM
Replies: 10
Views: 2,782
Posted By God Emperor
Re: v1.78f Borg, Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal

@Uknown_Enemy

Thanks for the report.
One of the difficulties I have found with making the Borg so aggressive is that they do tend to be at war with most of their neighbours, which puts them at a...
Forum: Space Empires: IV & V November 14th, 2002, 01:56 AM
Replies: 10
Views: 2,782
Posted By God Emperor
Re: v1.78f Borg, Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal

yep! he he he http://forum.shrapnelgames.com/images/icons/icon7.gif
Forum: Space Empires: IV & V November 13th, 2002, 03:48 PM
Replies: 10
Views: 2,782
Posted By God Emperor
v1.78f Borg, Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal

Have been sick the Last two weeks so have had some time at home to do further work on my AI.
The new update has been posted in the Races archives directory.

After receiving feedback on v1.78b/c,...
Forum: SEIV Scenarios and Mods November 13th, 2002, 03:45 PM
Replies: 273
Views: 90,643
Posted By God Emperor
Re: Space Empires IV: AI Races/Ship Sets

Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UraTal and Borg Variant 1.78f.

Have been sick the Last two weeks so have had some time at home to do further work on my AI.

After...
Forum: Space Empires: IV & V November 11th, 2002, 05:27 AM
Replies: 9
Views: 1,969
Posted By God Emperor
Re: BORG AI lacking punch

@Suicide Junkie
The Borg and my other AI's never seem to fully utilise their shipyards (I have designed their construction queue to ensure that they build lots of em) so shipyards are not the...
Forum: Space Empires: IV & V November 11th, 2002, 05:14 AM
Replies: 9
Views: 1,969
Posted By God Emperor
Re: BORG AI lacking punch

PS:

Because of the way the tech tree is structured, Borg Cruisers and Battlecruisers should be PPB armed (and therefore pretty nasty). One thing I have thought of relates to battle orders. Most of...
Forum: Space Empires: IV & V November 11th, 2002, 04:59 AM
Replies: 9
Views: 1,969
Posted By God Emperor
Re: BORG AI lacking punch

@Unknown_Enemy,
Thanks for the reply.
The "waste" of resources isnt usually a problem as long as the AI has been given at least a medium bonus - normally their storage is full and excess resources...
Forum: Space Empires: IV & V November 11th, 2002, 02:29 AM
Replies: 9
Views: 1,969
Posted By God Emperor
Re: BORG AI lacking punch

@Unknown Enemy
Am rather surprised at your experience. The Borg are normally in the top 5 AI in my games (which consist entirely of mod-pack AI).
Do you have any specific observations of why they...
Showing results 26 to 50 of 457

 
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