Re: Mephisto MOD 1.50
Mephisto - great job as always. I'm back after a week hiatus from the Board - lot of traffic while I was gone and a lot of new faces! I admit I got a bit frustrated with the AI race I was working on (Darlok). The three problems that had me (literally) banging my head against the wall were:
(1) Getting my heavily modified "AI_Planet_Types" to work;
(2) Searching for a way to limit the number of active intel projects the AI had at one time (similar to 25/50/35 in research areas); and
(3) My heavily modified strategy file for the Darlok was not being used.
On point 1, I notice that you have taken a more generic and balanced approach to planet building with the EA to solve this problem, can you confirm this? Did you try to modify the planet types? I believe we had an earlier thread about this with the Baron. The bottom line is that I do not think the "comparative value" function of the routine is working, I think it stictly goes to % of empire.
On point 2, have you looked into the intel project files at all during your modding?
On point 3, as you pointed out in your "Remaining Issues" thread, the game only uses the AI_Default file. Have you noticed any other AI files that it does this with?
I think I will just adjust my files accordingly tonight and post the race so I can start to get feedback. As it stands right now the Darloks were usually fighting for 2nd/3rd place with the EA (the week and a half ago Version) in most of my games.
I know I said it about a month ago, but hopefully others (including me) me will post their modified AI race (with no or non-dependent tech altering) so we can challenge them against each other. The end result will be a number of AI races who will give us a challenge as well!
Sorry for the long post, but wanted to say thanks again.
[This message has been edited by Tampa_Gamer (edited 02 January 2001).]
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
|