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July 14th, 2003, 05:45 AM
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Sergeant
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Join Date: Sep 2002
Location: Connecticut, USA
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Re: Alpha Centauri Mod Discussion Thread
Just checking in to let you know what I've been working on.
I've spent the Last week trying to figure out how to mod the race style AI for the Verdurans. I have to admit that it has been very difficult (and tedious), and I still don't really know what all the numbers mean in all the text files. Still, by experimentation (and blatant plagiarism), I have managed a generally functional, if not spectacular, AI. I am hoping that this experience will provide the basic foundation for making race styles in the AC Mod.
So, once I'm done with the Verdurans, I'll start getting into the data files for the AC Mod - probably the tech areas first.
PS. Hugh, we haven't heard from you in a while. Are you still interested in doing the tech trees?
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July 14th, 2003, 09:38 PM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Alpha Centauri Mod Discussion Thread
Ok everyone, here's an idea i had - do you remember that in AC the units work by "all or nothing" principle, meaning that a 10% unit is still fully functionable? well, we can implement that by having all components have like 1hp and armor be very strong - but once its beat down.. well... its beat down! 
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July 14th, 2003, 10:00 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Alpha Centauri Mod Discussion Thread
Quote:
Originally posted by Taera:
Ok everyone, here's an idea i had - do you remember that in AC the units work by "all or nothing" principle, meaning that a 10% unit is still fully functionable? well, we can implement that by having all components have like 1hp and armor be very strong - but once its beat down.. well... its beat down!
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That would be exactly how Units work in SE IV. Of course, there is still the whole 'stacking' thing to work with. And all the stuff that doesn't work on Units. And the way they don't cost maintainance...
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July 15th, 2003, 03:00 AM
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Colonel
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Re: Alpha Centauri Mod Discussion Thread
well, they do cost maintenance back in SMAC - and with -2 on support you do feel it 
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July 15th, 2003, 03:40 AM
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Sergeant
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Location: Connecticut, USA
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Re: Alpha Centauri Mod Discussion Thread
That's a very interesting idea, Taera. I'm sure we could make it work just as you outlined (or using shields instead). If I remember correctly (is the correct acronym IIRC?), "Mote in God's Eye" by Niven and Pournell had a system where the shields built up energy and if they were overloaded they collapsed, destroying the ship.
I wonder, though, do we really want to do it that way? I would like to use the AC theme as a general basis for the mod, but I would also like it to be a very fun Space Empires game as well. And one of the things that I don't find fun about SEIV is the all or nothing combat (two fleets enter, one fleet leaves almost entirely intact). I would much prefer to see something more evenly balanced. If you have a battle that's roughly equal (5 destroyers versus 5 destroyers) then the results should be pretty devastating on both sides (5 half-destroyed ships on each side, or 3 completely destroyed ships and 2 badly damaged ones). That's why I would prefer to have leaky shields and leaky armor, less potent training facilities (or none at all), and less potent ECM and Combat sensors (perhaps 1% or 2% per level instead of 10%). Of course, I am always willing to be persuaded otherwise...
PS. Another thing I don't like is mines (the AI can't deal with them, and human players easily overcome them), which I would like to eliminate entirely.
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July 15th, 2003, 06:57 AM
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Colonel
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Re: Alpha Centauri Mod Discussion Thread
OK Chronon, i agree with you - its the theme thats important, not the game system. My bad, got confused for a moment
p.s here's a thought - how we gonna put abilities for units? i mean, ECM, Deep Radar, etc.
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July 17th, 2003, 07:13 AM
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Second Lieutenant
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Join Date: Feb 2003
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Re: Alpha Centauri Mod Discussion Thread
Quote:
PS. Hugh, we haven't heard from you in a while. Are you still interested in doing the tech trees?
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Yes. Just give me a little time to read some of the SE4 mod tutorials and such and finish a couple of other pet prodjects of mine and I'm all for it.
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