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August 23rd, 2001, 09:00 AM
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Sergeant
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Join Date: Apr 2001
Location: London, UK
Posts: 289
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Re: Most bang-for-the-buck hard code changes
quote: 1. Name Of The mod blah blah
You could just use my Mod Launcher 
Also, Mods could include their own startup screen by placing a modified intro.bmp in <se4directory>\<modname>\Pictures\Game\Screens\102 4X768 and 800X600
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The Unofficial Space Empires 4 Mod Utility V2.0
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Download as a .ZIP < HERE>
Download as a .RAR < HERE>
Download as a .ACE < HERE>
Check a Screenshot of it< HERE>
Check an Alpha Shot of my Mod Editor (Unreleased) < HERE>
My Geekcode : RNmPeOr MpPi2!+ Rp++ Tcp+ Fq+++!@ M+++ Fr= P+? A+++ Sf= T++--
Checkout your Geekcode :-
.Zip < HERE>
.Rar < HERE>
.Ace < HERE>
__________________
The Unofficial Space Empires 4 Mod Utility V2.26
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Download as a .ZIP -( HERE)-
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August 23rd, 2001, 09:45 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
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Re: Most bang-for-the-buck hard code changes
Well, I’m a Modder so my wishes are in this area:
1.) Give me a file like the AI_Construction_Facilities.txt for their cargo space. This way I could tell the AI exactly what units to build on a planet and how many.
2.) Let me call ship names in the AI_Construction_Vehicles.txt, not classes.
3.) A switch in the ship design file to determine if a ship is used defensively and in what fleets it should be included.
4.) Let the AI do some scrapping of buildings and old units. I already sent MM some suggestions in this area.
5.) Teach the AI how to use a medical ship.
6.) Teach the AI to scrap all research building once the tech tree is done and build intelligence instead.
With these changes I could make some cool tricks with the AI. And I really think these changes are not that much of programming work.
P.S.: Ups, that were more then 3 wishes. Anyway...
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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August 24th, 2001, 01:06 AM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
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Re: Most bang-for-the-buck hard code changes
My three biggies would be:
1) Inclusion of a file detailing what determines the AI's state, and how the ministers are effected by the state that the AI is in, so that the AI's can be modified to take advantage of the AI state they are in.
2) Ability to call out either a Design Type or a Design name in the Construct vehicle file.
3) Inclusion of AI data files for change of state requirements, minister athorities and precidents, and fleet formation additions (such as maintaining formation based on leader positions, facings, map edges, enemy ships; and use of different formations and strategies based on varios conditions of the enemy fleet abilities).
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August 24th, 2001, 01:18 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
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Re: Most bang-for-the-buck hard code changes
Although it will echo what others have already said, and what has been sent repeatedly to MM. . .
(1) Ability to call ships/units based on design name instead of design type in Construction file. This will not effect that current AI since their design names already = their design types.
(2) A field in which we can designate a ship as eligible for the AI to add it to a defense fleet, attack fleet or either.
(3) Allow negative/positive anger adjustment in the Anger file based on race name. This will allow historical enemies and allies.
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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August 24th, 2001, 01:20 AM
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Second Lieutenant
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Join Date: Jun 2001
Location: Australia
Posts: 409
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Re: Most bang-for-the-buck hard code changes
Make HUGH improvement on the AI! The current Artificial Idiot is very inadequate and gets me really mad at times, especially in strategic combat. Most of the time I don't even think it is fighting on my side!
__________________
A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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August 23rd, 2001, 02:37 PM
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General
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Join Date: Jul 2001
Location: Canada
Posts: 4,603
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Re: Most bang-for-the-buck hard code changes
Small : ability to show where all system wide abilities are on the system map.
Med : The ability to filter reports ( all of them )
Large : The ability to chose stragetic or tatical combat in multi player games on different computers
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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August 23rd, 2001, 04:37 PM
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Corporal
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Join Date: Jan 2001
Location: Newport News, VA
Posts: 125
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Re: Most bang-for-the-buck hard code changes
Trivial: Seeing enemy movement in your system
If I have a presence in a system, and an enemy ship moves in that system, I should be able to see it. Currently, an enemy ship suddenly appears in a system, and the following turn it disappears. You don't know where it came from or where it went. You should be able to see enemy movement during that enemy's turn in your systems.
Small: Straighten out the engines/supplies
It's silly for the same size engines to power escorts and battleships and for an engine to have the same amount of supplies as a supply bin twice its size. My solution would be to have the engines proportional to the hull size in size, cost, supply storage, and supply usage. Also, cut the supplies carried by engines in half, and double the supplies in each supply bin.
Medium: Fix the ministers
The reason the AI's aren't any better is that they have to use all the ministers. This includes the exploration minister that keeps sending ships through damaging warp points and the resupply minister that jerks your fleet back just before it reaches its objective. (Add your favorite minister stupidity here.)
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