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May 14th, 2001, 04:22 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: Devnullmod
I wonder if that feature could be used to give a variety of ship designs to the AI? Could the turns between the switch be lengthened or could more lines be added for example.
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May 14th, 2001, 07:15 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Devnullmod
Well, these are the appropriate lines from "*_AI_Settings.txt":
Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0
I assume the "0" entries in the "Start 3" lines mean unlimited (a standard established in other text files for SEIV).
I don't think you can change the number of start points, but it looks like you can change the turn limits and tonnage sizes...
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May 14th, 2001, 07:50 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Devnullmod
Cool! Thanks for explaining what those lines mean.
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May 15th, 2001, 04:01 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
Marty Ward wrote:
quote: Have seen an number of designs with tremendous amounts of shields/hardened shield generators and few (1-2) weapons. Don't know if this is done on purpose or not.
Can you provide a specific race that was/is doing this? It will help me track it down. So far I haven't seen this (though I have seen the AI putting way too much PD on designs).
BTW, I'm working on an update to fix a lot of these kinds of bugs. Will hopefully be out in the next day or so.
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May 15th, 2001, 06:33 PM
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Sergeant
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Join Date: Aug 2000
Location: Greenville, SC
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Re: Devnullmod
One idea would be to give each race starting armor, kind ok like what you did w/ PD. I think the largest issue w/ the AI and PD is that they are trying to use the mini mounts as armor. Add another level of armor and give everyone armor I (make it like 30kT damage per space so that researching chemistry is still worth your while). Make armor II like 60kT or so [I hope these numbers are right - guessing off the top of my head from the office at lunch]. That way the computer will have crappy, but at least partially effective armor to use if it hasn't discovered Chem/Armor yet.
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May 15th, 2001, 08:11 PM
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Private
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Join Date: Dec 2000
Location: Hawthorne FL. USA
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Re: Devnullmod
Want you to know Dev, that the cu cappa have used steller on me and it was cool.
They first came over to one of my good planets and destroyed it into an astroid field,excellant. Then a few turns later the announcement came that the cucappa had built a planet. Congradulations on a fine mod as this little baby is awesome.
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May 16th, 2001, 02:54 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Devnullmod
Having a great time with this mod, a real challenge and loads of fun!
My mistake on the heavy shield/low weapon ship, it was the Cue Cappa attack repair ship. Thought it was a normal attack ship.
The HE mount range modifier in the ComponentEnhancement file is -4 and the description reads -1. I assume the modifier should be -1.
You may want to check out the Super dreadnaught boarding ships, all races. They have about 20 boarding parties on them. Is that how they are supposed to be?
I still don't understand how the AI is putting two spaceyard components on their ships. I would love to be able to figure that one out.
[This message has been edited by Marty Ward (edited 16 May 2001).]
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