.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Search Forums

Showing results 76 to 97 of 97
Search took 0.00 seconds; generated 13 minute(s) ago.
Search: Posts Made By: HreDaak
Forum: Space Empires: IV & V January 12th, 2001, 03:02 PM
Replies: 58
Views: 8,914
Posted By HreDaak
Re: Simple, Reasonable Disengage/Retreat Rule

Adding to my earlier proposition:

If you do not escape from the opposite
end your fleet is effectively trapped in
space by the larger fleet (fleet bloackade/surrounded in 3D)? It would prevent...
Forum: Space Empires: IV & V January 12th, 2001, 12:44 PM
Replies: 1
Views: 1,342
Posted By HreDaak
How about an option to retreat through the opposing end of the tactical area?

IMO this would create interesting tactical battles and still have the option to retreat. What do you think?


[This message has been edited by HreDaak (edited 12 January 2001).]

[This message...
Forum: Space Empires: IV & V January 12th, 2001, 11:52 AM
Replies: 1
Views: 1,174
Posted By HreDaak
Re: The AI defeats itself

That indeed is strange behaviour http://www.shrapnelgames.com/ubb/images/icons/icon9.gif. Is the AI running low on its resources? That could cause it to scrap huge amounts of its ships.
In those...
Forum: Space Empires: IV & V January 12th, 2001, 11:26 AM
Replies: 58
Views: 8,914
Posted By HreDaak
Re: Simple, Reasonable Disengage/Retreat Rule

How about if the only way to retreat is through the opposite end of tactical area...?

Forexample if you start your battle from the left side of tactical area, then the only way to retreat is...
Forum: Space Empires: IV & V January 12th, 2001, 01:17 AM
Replies: 4
Views: 1,475
Posted By HreDaak
Re: Aaron\'s(MM) take on Mephisto\'s Mod v1.60

Excellent!

I too think that the Mephistos mod improves
AI's designs significantly.
Forum: Space Empires: IV & V January 12th, 2001, 01:06 AM
Replies: 21
Views: 3,128
Posted By HreDaak
Re: AI late game Ship Designing problems (turns 100+)

Hmmh.. thinking about shields, i think i was partly in error in my Last post.

When the AI researches new components in the
same family it checks this new components roman numeral. If this roman...
Forum: Space Empires: IV & V January 12th, 2001, 12:31 AM
Replies: 21
Views: 3,128
Posted By HreDaak
Re: AI late game Ship Designing problems (turns 100+)

extracted from the components.txt file

Name := Ion Engine I
Description := Standard Ion Engine for sub-light inter-system travel.
Pic Num := 9
Tonnage...
Forum: Space Empires: IV & V January 11th, 2001, 11:22 PM
Replies: 21
Views: 3,128
Posted By HreDaak
Re: AI late game Ship Designing problems (turns 100+)

That roman numeral has actually much more meaning than the fancy number on the icon.
It also tells AI which component in the family is better. This explains that late game design quirk. I changed...
Forum: Space Empires: IV & V January 11th, 2001, 10:20 PM
Replies: 21
Views: 3,128
Posted By HreDaak
Re: AI late game Ship Designing problems (turns 100+)

Uh.. does the AI really add those roman numerals to it's design names? I'm quite sure that i have never seen it using them
with it's design names. In my games it just
chooses a new name for the...
Forum: Space Empires: IV & V January 11th, 2001, 09:51 PM
Replies: 23
Views: 4,724
Posted By HreDaak
Re: Reasons why the AI runs out of resources

If you set any of those 3 values to 100 or below it has same effect as setting this value to 0. Set only those values above 100
that you want AI to compare against the
planets percentage values....
Forum: Space Empires: IV & V January 11th, 2001, 09:35 PM
Replies: 23
Views: 4,724
Posted By HreDaak
Re: Reasons why the AI runs out of resources

New info on the subject...

Mineral Value, Organics Value, Radioactives Value:
The approximate percentage value a planet must have to be selected
as this planet type. These are used as a...
Forum: Space Empires: IV & V January 11th, 2001, 07:33 PM
Replies: 23
Views: 4,724
Posted By HreDaak
Re: Reasons why the AI runs out of resources

Oh, i'm sorry if my Posts dont make much sense, but it's a bit hard to write these things in english http://www.shrapnelgames.com/ubb/images/icons/icon9.gif.

But here goes...

I think it is...
Forum: Space Empires: IV & V January 11th, 2001, 06:17 PM
Replies: 21
Views: 3,128
Posted By HreDaak
Re: AI late game Ship Designing problems (turns 100+)

Yes, it is true that the problem is mainly in the hard coded AI as it will not resupply its ships until it has reached its objective.
I'm just trying to find a way to get around of this problem by...
Forum: Space Empires: IV & V January 11th, 2001, 05:20 PM
Replies: 2
Views: 1,349
Posted By HreDaak
Re: Warp Point damage

Nice work, any more information on this matter is greatly appreciated http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.



[This message has been edited by HreDaak (edited 11 January...
Forum: Space Empires: IV & V January 11th, 2001, 05:09 PM
Replies: 23
Views: 4,724
Posted By HreDaak
Re: Reasons why the AI runs out of resources

I have also encountered this problem and i have been doing some tests with the AI_PlanetTypes file.

All the other lines in this file work just fine but the Mineral value, Organics value,...
Forum: Space Empires: IV & V January 11th, 2001, 04:50 PM
Replies: 21
Views: 3,128
Posted By HreDaak
AI late game Ship Designing problems (turns 100+)

New Design Created -
A design is created when a new Component or Vehicle Size has been researched
after the date the design was created. All Vehicle Sizes as fair game, and any
components...
Forum: Space Empires: IV & V January 10th, 2001, 07:31 PM
Replies: 1
Views: 1,390
Posted By HreDaak
Do you want to see the AI BaseShips in action?

Open <racename>_AI_DesignCreation.txt file
and change all the lines with:

Minimum Speed := 4

to

Minimum Speed := 1

and in you next game this race will build
Forum: Space Empires: IV & V January 10th, 2001, 02:04 AM
Replies: 12
Views: 3,194
Posted By HreDaak
AI+Minefield/AI+Black Hole=Disaster (longish)

AI+Minefield

Even with the improvements in patch 1.19 the AI is still totally hopeless with minefields.
I've watched in awe as the AI throws dozens of attack ships agains minefields. Sometimes...
Forum: Space Empires: IV & V January 9th, 2001, 08:43 PM
Replies: 12
Views: 3,194
Posted By HreDaak
Re: AI+Minefield/AI+Black Hole=Disaster (longish)

I did not intend to change the amount of space the colony module takes. I only changed the amount of damage it can take.
There are two lines in components.txt file:

Tonnage Space Taken := 200...
Forum: Space Empires: IV & V January 9th, 2001, 06:34 PM
Replies: 19
Views: 4,101
Posted By HreDaak
Re: Starbase tactics

Trachmyr's idea works... i already have those in one of my games... works with the
satellites too...
Forum: Space Empires: IV & V January 9th, 2001, 06:28 PM
Replies: 24
Views: 3,917
Posted By HreDaak
Re: Useful Starbases! ? Modders, please respond.

Star Bases that have combat but no strategic movement are already possible. I have included this in my mod (1MP max). Made a special Station Keeping Engine for bases only (similar component could be...
Forum: Space Empires: IV & V December 8th, 2000, 02:42 AM
Replies: 6
Views: 2,114
Posted By HreDaak
Re: AI criteria for setting colony type

I think that the AI does some resource comparing when it chooses it's colony type.
The problem is that this comparing is relative. For example: If the amounts are
110,100,100 for minerals, the AI...
Showing results 76 to 97 of 97

 
Forum Jump

All times are GMT -4. The time now is 10:38 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.