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July 11th, 2007, 01:54 PM
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Corporal
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Guerrilla Race
How would a person mod an AI to use strictly intelligence projects for attack and defense, have a cloaked homeworld (should be fairly easy), does NOT colonize, and have knowledge of the entire galaxy (real easy).
I would like to have the AI be able to launch intelligence attacks (multiple at one time if it can be modded) anonymously...no 'first contact' necessary (would the 'Ancient Race' trait do this?).
This AI would, of course, hate everybody...
Any ideas?
GB
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"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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July 11th, 2007, 02:01 PM
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Shrapnel Fanatic
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Re: Guerrilla Race
You have to have contact in order to launch intel attacks. I'm not sure if you can obfuscate the source of an attack, short of deleting the target messages for all projects.
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July 11th, 2007, 02:07 PM
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Corporal
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Re: Guerrilla Race
Fyron,
I could give the particular race its own set of projects...Is it doable otherwise?
GB
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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July 11th, 2007, 07:50 PM
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Major
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Re: Guerrilla Race
You could mod a new advanced racial trait to give planetary cloaking facilities, cloaked ships, and special intel projects. You'd need to leave some planets uncloaked because you need diplomatic contact with a race in order to perform intel against it (poor design, but we can't change it).
You could then mod the AI so it will build fewer colony ships or none at all. If you're using intel, then you'll probably want to leave lesser colonies (like mining colonies) uncloaked so you can intel your neighbors. Just add AI facility construction calls for cloaking facilities to all colony types except those.
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July 12th, 2007, 12:28 AM
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Corporal
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Re: Guerrilla Race
Quote:
Urendi Maleldil said:
You could mod a new advanced racial trait to give planetary cloaking facilities, cloaked ships, and special intel projects. You'd need to leave some planets uncloaked because you need diplomatic contact with a race in order to perform intel against it (poor design, but we can't change it).
Urendi, would it be OK if I used your 'Masters Mod' as a base?
You could then mod the AI so it will build fewer colony ships or none at all.
Fair enough.
If you're using intel, then you'll probably want to leave lesser colonies (like mining colonies) uncloaked so you can intel your neighbors. Just add AI facility construction calls for cloaking facilities to all colony types except those.
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How would I do that?
Thanks so much for your input...
GB
P.S. Will there be an update to the Masters Mod?
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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July 12th, 2007, 10:25 PM
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Shrapnel Fanatic
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Re: Guerrilla Race
Just copy an existing racial trait, such as Organic Tech.
Use unique ID numbers for the trait and tech area, then add a facility with cloaking ability and a tech requirement of your new racial tech.
Build one, and your planet gets the cloak/decloak order enabled
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July 13th, 2007, 02:08 AM
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Major
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Re: Guerrilla Race
Feel free to use anything you like. I'm working on SE4 Advanced right now. I might revisit the Masters Mod if there are any errors or balance problems, but content wise, I consider it finished.
Here are the steps to mod your Guerrilla race:
1. Create a new Advanced Racial Trait. Make sure it has a unique racial number.
2. Create a new tech area that requires that racial trait. Set start level to 1.
3. Create a new facility with cloaking abilities that requires level 1 of that tech area.
4. Create a new Intel facility that requires level 1 of that tech area.
5. Create new Intel Projects that require level 1 of that tech area.
6. Copy the contents of the default AI folder into the race folder of your choosing and rename them to match that race.
7. Change the Settings.txt file so the race will choose your new Advanced Racial Trait when you start a new game.
8a. To keep the AI from colonizing AT ALL, simply delete the Colony Ship entries from the AI Design Creation file.
8b. OR, to reduce the rate at which they colonize, play around with the build colony ship entries in the AI Construct Vehicle file. Smaller numbers = fewer colony ships.
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July 13th, 2007, 12:47 PM
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Corporal
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Re: Guerrilla Race
Thanks Urendi and SJ! I was also thinking about using, say the Federation shipset (since they are known for being the 'good guys') as further 'cover', or just cloaked colony ships...
GB
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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