|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				June 29th, 2003, 09:13 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: Star Wars Mod - II (Sci-Fi Xover Mod) 
 AI will use the Last mount in the list that is available to be used on any component. So, it would appear that some reordering may be necessary. |  
	
		
	
	
	| 
			
			 
			
				June 29th, 2003, 10:42 PM
			
			
			
		 |  
	| 
		
			
			| 
 Private |  | 
					Join Date: May 2003 
						Posts: 40
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Star Wars Mod - II (Sci-Fi Xover Mod) 
 hmmm.. it isn't the scaling mounts that are screwing the AI.. its the reactors... doesn't use em.. therefor no supply... and their ships go nowhere....  at least their colony/cargo ships dont... warships do...
 the AI's have quantum reactors as the first misc ability listed in there designcreations...
 
 looks like this should be supply storage... or Solar Supply Generation, as there are no quantum reactors for the SW sides...
 
 [ June 29, 2003, 22:23: Message edited by: openair ]
 |  
	
		
	
	
	| 
			
			 
			
				June 29th, 2003, 11:29 PM
			
			
			
		 |  
	| 
		
			|  | 
 Captain |  | 
					Join Date: Oct 2002 Location: Brazil 
						Posts: 827
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Star Wars Mod - II (Sci-Fi Xover Mod) 
 Hello Texas Hawk, welcome to the forums. Your experience playing the Empire is similar to mine (although I haven't moved into the middle game yet). Just a clarification - if the fire control system is spread out between the gunnery stations then it is a distributed fire control system, not a centralized one. 
The superlaser comment was mine BTW, not Fyron's.       
Andres : I'd say that destroying supply-holding components is a better way to simulate ion cannon damage because it will completely disable its target.
 
See you all later, I want to get another War for the Stars  entry done today (yes, this is a plug).     
				__________________Have you ever had... the sudden feeling... that God is out to GET YOU?
 Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
 |  
	
		
	
	
	| 
			
			 
			
				June 30th, 2003, 12:22 AM
			
			
			
		 |  
	| 
		
			
			| 
 Major |  | 
					Join Date: Apr 2001 Location: Rosario, Argentina 
						Posts: 1,047
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Star Wars Mod - II (Sci-Fi Xover Mod) 
 We didn't get to optimize AI for this mod yet.AIs should use the standard SE4 trait to work for the time being.
 Scaling mounts are the only mount available for those components so they should be used, but someone should add reactors and optimize other additional components, as well as research.
 Does anyone volunteer to mod the AI?
 
 [ June 29, 2003, 23:27: Message edited by: Andres ]
 |  
	
		
	
	
	| 
			
			 
			
				June 30th, 2003, 12:40 AM
			
			
			
		 |  
	| 
		
			
			| 
 Private |  | 
					Join Date: May 2003 
						Posts: 40
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Star Wars Mod - II (Sci-Fi Xover Mod) 
 well... im not too experienced, but i have started modding them for myself...
 if someone could point me to a tutorial, i could probably do it...
 |  
	
		
	
	
	| 
			
			 
			
				June 30th, 2003, 01:28 AM
			
			
			
		 |  
	| 
		
			
			| 
 Corporal |  | 
					Join Date: Apr 2003 
						Posts: 87
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Star Wars Mod - II (Sci-Fi Xover Mod) 
 I've got well into a game with the new fix and discovered a weapon thats' off, at least I think so
 Anti-Orbital Ion Cannons have target Security Stations only, is that what its supposed to be?
 |  
	
		
	
	
	| 
			
			 
			
				June 30th, 2003, 02:41 AM
			
			
			
		 |  
	| 
		
			|  | 
 Private |  | 
					Join Date: Jun 2003 Location: Texas 
						Posts: 19
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Star Wars Mod - II (Sci-Fi Xover Mod) 
 
	Sorry Erax... I knew that. Just testing you. BTW... I've been meaning to say... there's something... I dunno... 'sinister' about your avatar.Quote: 
	
		| The superlaser comment was mine BTW, not Fyron's. |    
 I have played with some of the techs to try and do a little personal 'balancing', especially the end-game Empire techs. I have also modified costs for certain large-scale ships. I'd like to do some AI stuff but I've never really messed with it... but what the heck.. that's what backup folders are for, huh? :-p
 
 Andres... can you or somebody post a link where we can download the missing sector background files? I know you said something about FQM.. is that Fyron's mod??
 
 Well, I guess I might *try* and do something with a specific Empire AI file. It's sure to suck, though, at least the first 10 Versions or so, but we'll see. Nothing like modding and playing SW while listening to a little Moby trance remix of Star Wars...
   
 Steve
				__________________I wonder if the Death Star had any good malls...
 |  
	
		
	
	
	| 
			
			 
			
				June 30th, 2003, 03:39 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: Star Wars Mod - II (Sci-Fi Xover Mod) 
 
	You will need to get FQM Deluxe, linked in my sig. Isn't the name so clever? Fyron's Quadrant Mod? My creativity amazes me at times.Quote: 
	
		| Andres... can you or somebody post a link where we can download the missing sector background files? I know you said something about FQM.. is that Fyron's mod?? |     |  
	
		
	
	
	| 
			
			 
			
				June 30th, 2003, 04:00 AM
			
			
			
		 |  
	| 
		
			|  | 
 Private |  | 
					Join Date: Jun 2003 Location: Texas 
						Posts: 19
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Star Wars Mod - II (Sci-Fi Xover Mod) 
 Also... probably a stupid question, and I'm sure the answer's out there somewhere, but I'm in a zone... How do you get an empire to use/recognize a specific AI file??
 Thanks!
 
 Steve
 
				__________________I wonder if the Death Star had any good malls...
 |  
	
		
	
	
	| 
			
			 
			
				June 30th, 2003, 04:01 AM
			
			
			
		 |  
	| 
		
			|  | 
 Private |  | 
					Join Date: Jun 2003 Location: Texas 
						Posts: 19
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Star Wars Mod - II (Sci-Fi Xover Mod) 
 NM... found it. RTFM, Steve!!!!     
Steve
				__________________I wonder if the Death Star had any good malls...
 |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |