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  #1  
Old January 17th, 2001, 02:16 AM

HreDaak HreDaak is offline
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Default Question to [k126]Mephisto: Concerning Mephisto Mod

Would it be okay to you, if i use your
XXX_AI_DesignCreation.txt files (from your Mod) in my AIhelper Mod? I intend to post
it sometime later this week...
They would be slightly modified ofcourse, mainly to fix the 'bug' that prevents AI from designing baseships.

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  #2  
Old January 17th, 2001, 02:55 AM

Emperor Zodd Emperor Zodd is offline
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Default Re: Question to [k126]Mephisto: Concerning Mephisto Mod

HreDaak,Can you post what you have already here so I can learn from what you got so far?
I'm just starting to work on the AI colonizing. What do I need to know? What is this about a 101% minimum? -Thank you
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  #3  
Old January 17th, 2001, 03:43 AM

HreDaak HreDaak is offline
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Default Re: Question to [k126]Mephisto: Concerning Mephisto Mod

quote:
Originally posted by Emperor Zodd:
HreDaak,Can you post what you have already here so I can learn from what you got so far?

The modifications i have done, are quite extensive. They do change many things in many files. Even files that have nothing to do with AI directly have been modified. Possibly the only files that i have not touched are files that handle AI politics (this can change if i have enough time).
So posting them all here would be too troublesome... (and they propably wont work alone).

I'm just starting to work on the AI colonizing. What do I need to know?

Uh.. you must learn it mostly through trial and error i guess.. too complicated to explain it all here :O.

What is this about a 101% minimum? -Thank you



Putting numbers lower than 101 on the value lines in Default_AI_Planet_Types.txt is useless. 0 has same effect.

Here are 2 modified files for Abbidon...
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Old January 17th, 2001, 04:04 AM

Emperor Zodd Emperor Zodd is offline
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Default Re: Question to [k126]Mephisto: Concerning Mephisto Mod

Thanks,I wonder why 100 through 0 values are treated the same!?????

Is Aaron going to change this?

[This message has been edited by Emperor Zodd (edited 17 January 2001).]
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Old January 17th, 2001, 04:23 AM

Emperor Zodd Emperor Zodd is offline
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Default Re: Question to [k126]Mephisto: Concerning Mephisto Mod

I like what you have so far.
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  #6  
Old January 17th, 2001, 10:16 AM
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Mephisto Mephisto is offline
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Default Re: Question to [k126]Mephisto: Concerning Mephisto Mod

You mean the files for the default AI races? Go ahead, make your day.
If someone uses the AI scripts of the EA however (I have seen this in another topic) it would be nice to be mentioned in the readme.

quote:
Originally posted by HreDaak:
Would it be okay to you, if i use your
XXX_AI_DesignCreation.txt files (from your Mod) in my AIhelper Mod? I intend to post
it sometime later this week...
They would be slightly modified ofcourse, mainly to fix the 'bug' that prevents AI from designing baseships.




__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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  #7  
Old January 17th, 2001, 12:33 PM

HreDaak HreDaak is offline
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Default Re: Question to [k126]Mephisto: Concerning Mephisto Mod

I mean your designcreation files in /pictures/races/<racename> folders...
At the moment i dont intend to include EA
or any of the other mod races, although they
would be quite easy to add if someone wants to have them in it. Mainly small changes to designcreation and research files...

Few of the changes i've done to this mod:

- Removed the Minesweeper component and added
the ability to sweep mines to point- defense component.
- Disabled the ability to launch mines from planets.
- Changed the three colonization techs so that they are racial traits. No longer can one get the other colonization techs from AI empires or find them in ruins (unless AI has researched tech Universal Colonization which means that the game has been going on for sometime).
- Added Universal colonization tech that is researchable when Planet Utilization TL 7 has been researched.
- Universal colonization gives the AI/player
a component that allows the colonization of all planet types (made sure that the AI uses this one).
- Removed damaging warp points from the game.
- Bases now have 1 movement point in combat (added station engines) .
- increased range for weaponplatform /satellite mounts (few new mounts as well).
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  #8  
Old January 17th, 2001, 01:29 PM
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Mephisto Mephisto is offline
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Default Re: Question to [k126]Mephisto: Concerning Mephisto Mod

Yea, we mean the same files. Go ahead.

quote:
Originally posted by HreDaak:
I mean your designcreation files in /pictures/races/<racename> folders...



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  #9  
Old January 17th, 2001, 01:59 PM

HreDaak HreDaak is offline
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Default Re: Question to [k126]Mephisto: Concerning Mephisto Mod

Ok, thank you very much!
I'll mention this in the readme.txt file...
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