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March 4th, 2004, 03:42 AM
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Second Lieutenant
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Location: Australia
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Re: STM "Final v1.7.5" Discussion
Its a general flawed AI - i would like to see it improveable ie escorts for colony ships, more planning on behalf of the AI but it seems to go for number and exponetial expansion.
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March 4th, 2004, 04:47 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
I hope what they mean by General AI flaw is that it is beyond the control of both player and the modder as it is a flaw with SEIV AI in general.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 4th, 2004, 06:23 AM
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Sergeant
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Location: New Zealand
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Re: STM "Final v1.7.5" Discussion
I was looking at the tech area file and I had a thought: why not make new, more Star Trek-like, unique area technologies for the STM?
Unique Area: This tells the game if the tech is a Unique Tech or a Normal Tech. Unique Techs are the technologies given by colonizing a planet that has an "Ancient Ruins Unique" ability on it. A tech can be both Racial and Unique. This means that if you make a racially Organic tech that is also Unique, this is what will happen: A race colonizes the planet. If the race has the Organic trait, it gets the Unique Tech. If the race isn't organic, it gets nothing.
Extract from the SEIV Modding 101 by Imperator Fyron, and contributions from Suicide Junkie.
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March 4th, 2004, 06:23 AM
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Corporal
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Re: STM "Final v1.7.5" Discussion
I think you might be interested in this for the map, Tnarg.
http://www.shrapnelgames.com/cgi-bin...;f=23;t=011135
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Games played: Baldur's Gate, Baldur's Gate II, Planescape - Torment, Fallout 2, Super Robot Wars 3(English translation), Final Fantasy IV(Fan-translated version) Final Fantasy VI, Final Fantasy - Mystic Quest, Dragonball Z: Legend of the Super Saiyan, DBTC, X-COM, Deus Ex, Thief I+II, Space Empires IV, Homeworld, Star Trek - 25th Anniversary, Age of Empires II, Freespace 2, Sonic & Knuckles, Super Mario All Stars + World, Super Mario Wolrd 2, Super Mario RPG, Laxius Power, Romancing Walker, Avernum 2, Geneforge, Diablo, Starcraft+Expansion, Uplink: The Hacker Elite, Space Empires IV Gold, Jagged Alliance II, Megaman 7, Megaman & Bass, Megaman X, Megaman X2, Megaman X3, Megaman Zero, Megaman Zero 2, Myst, Aliens VS Predator 2...the list goes on.
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March 4th, 2004, 06:58 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by TNZ:
I was looking at the tech area file and I had a thought: why not make new, more Star Trek-like, unique area technologies for the STM?
Unique Area: This tells the game if the tech is a Unique Tech or a Normal Tech. Unique Techs are the technologies given by colonizing a planet that has an "Ancient Ruins Unique" ability on it. A tech can be both Racial and Unique. This means that if you make a racially Organic tech that is also Unique, this is what will happen: A race colonizes the planet. If the race has the Organic trait, it gets the Unique Tech. If the race isn't organic, it gets nothing.
Extract from the SEIV Modding 101 by Imperator Fyron, and contributions from Suicide Junkie.
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Very interesting....
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 4th, 2004, 08:03 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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Re: STM "Final v1.7.5" Discussion
Wow I just saw a "Dooms Day Machine" monster vessel by turn 22. I think the Borg are going to be handed their heads. What fun!  Now lets see how it takes for it to navigate the Black hole to get into my system.
Borg went from 2nd to 9th place.
Klingons 2nd
Dominion 3rd
Cardassians 4th
Monsters 1st
Me (Romulans) 19th
All in all I think that the AI is doing a nice job in the early game.
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March 4th, 2004, 10:30 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
quote: Originally posted by TNZ:
I was looking at the tech area file and I had a thought: why not make new, more Star Trek-like, unique area technologies for the STM?
Unique Area: This tells the game if the tech is a Unique Tech or a Normal Tech. Unique Techs are the technologies given by colonizing a planet that has an "Ancient Ruins Unique" ability on it. A tech can be both Racial and Unique. This means that if you make a racially Organic tech that is also Unique, this is what will happen: A race colonizes the planet. If the race has the Organic trait, it gets the Unique Tech. If the race isn't organic, it gets nothing.
Extract from the SEIV Modding 101 by Imperator Fyron, and contributions from Suicide Junkie.
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Very interesting.... how about a different result for different racial techs?
might be to much, though.
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March 4th, 2004, 04:18 PM
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Corporal
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Re: STM "Final v1.7.5" Discussion
I am wondering, can a planet use pictures that look like ships? If so, perhaps a combination of that and the information in my Last post(for Tnarg) can be used for creating planets that look like ships.
For example, we can create the Pegasus scenario, where a federation vessel had a special cloaking device. This is the technology that would be gained from the vessel. The vessel is actually a planet that looks like a ship. This planet can be extremely small, and it would be worthless to colonize for the long-term.
This can be applied further. The area the Pegasus is in would be a "pocket" system(double), so it would be somewhat more accurate.
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Games played: Baldur's Gate, Baldur's Gate II, Planescape - Torment, Fallout 2, Super Robot Wars 3(English translation), Final Fantasy IV(Fan-translated version) Final Fantasy VI, Final Fantasy - Mystic Quest, Dragonball Z: Legend of the Super Saiyan, DBTC, X-COM, Deus Ex, Thief I+II, Space Empires IV, Homeworld, Star Trek - 25th Anniversary, Age of Empires II, Freespace 2, Sonic & Knuckles, Super Mario All Stars + World, Super Mario Wolrd 2, Super Mario RPG, Laxius Power, Romancing Walker, Avernum 2, Geneforge, Diablo, Starcraft+Expansion, Uplink: The Hacker Elite, Space Empires IV Gold, Jagged Alliance II, Megaman 7, Megaman & Bass, Megaman X, Megaman X2, Megaman X3, Megaman Zero, Megaman Zero 2, Myst, Aliens VS Predator 2...the list goes on.
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March 4th, 2004, 08:00 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: STM "Final v1.7.5" Discussion
I suggest changing Settings.txt so that rioting planets produce at 25% instead of 0%. While it may be realistic that all factories shut down during riots, it makes for very, very not fun games when most of you empire riots at once due to an invasion, so you can not possible mount any sort of defense effort. 25% still gives a big penalty for rioting, but it at least allows you to do something in such situations.
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March 4th, 2004, 08:25 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: STM "Final v1.7.5" Discussion
I always wonder why battle loses and planet glassing cause riots. Sure, from one hand such events cause population anger growth, but from another hand such kind of fury was always directed to invaders but rarely toward their OWN goverment.
So using such inverted logic (which is common for humans, especially for womankind  ) one can think that losed battles and destroyed planets will lead to patriotic feelings explosion and extreme bloodlust.
That is a good concept for Masochistic happiness type 
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