.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 25th, 2006, 04:12 AM

Dizzy Dizzy is offline
Corporal
 
Join Date: Mar 2006
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
Dizzy is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

What about the AI that seem to never get into bigger ships? At that point, they can stay competitive... I'm not penalizing AI by making larger ships suck, smaller ships are just not so out of date...

So, what are some tips for modding the AI to build a few of the smaller ships?
Reply With Quote
  #2  
Old March 25th, 2006, 06:03 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Big ship supremacy... Can little ships keep up

You can easily limit the largest ship size a race will build in AI_Design_Creation.txt.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old March 25th, 2006, 11:31 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

The main problem is that you can only really make about 4 or 5 ship types for the AI to use as combat ships. This makes it very difficult to have the AI build a variety of sizes through an entire game in addition to having it design ships with different roles (i.e. point defense, missile ship, etc).
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #4  
Old March 25th, 2006, 12:04 PM

StarShadow StarShadow is offline
Sergeant
 
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
StarShadow is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

How does the AI determine what the biggest ship available to it is? Tonnage or Tech level? I was thinking that instead of altering the smaller ships, it might be an idea to add in (extra) improved versions of those ships. For example, once you research cruisers, you also get 'advanced escorts'. The AI won't use them though, if it goes for highest tonnage.
Reply With Quote
  #5  
Old March 25th, 2006, 12:18 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

It goes by the largest allowed size of the last valid entry for a given design type.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #6  
Old March 25th, 2006, 01:05 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

I might make a Small Ship Masters racial trait for the Masters Mod, and I was wondering what advantages might be good to add to advanced small ship hulls.

faster?
cheaper?
stealthy?
+defense?
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #7  
Old March 25th, 2006, 03:35 PM

StarShadow StarShadow is offline
Sergeant
 
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
StarShadow is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

I'd go with faster, extra defense and extra abilities.

Example:

Name := Escort
Short Name := Escort
Description :=
Code := ES
Primary Bitmap Name := Escort
Alternate Bitmap Name := Escort
Vehicle Type := Ship
Tonnage := 150
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Number of Abilities := 5
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 60% harder to hit in combat.
Ability 1 Val 1 := 60
Ability 1 Val 2 := 0
Ability 2 Type := Phased Shield Generation
Ability 2 Descr := Advanced hull design incorporates a phased energy matix.
Ability 2 Val 1 := 100
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Advanced targeting system increases chance of hitting enemies.
Ability 3 Val 1 := 25
Ability 3 Val 2 := 0
Ability 4 Type := Emissive Armor
Ability 4 Descr := Advanced hull design is resistant to damage.
Ability 4 Val 1 := 30
Ability 4 Val 2 := 0
Ability 5 Type := Extra Movement Generation
Ability 5 Descr := Lightweight composites enable faster movement.
Ability 5 Val 1 := 7
Ability 5 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 3
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

Unless I've misunderstood how to apply some/all of these abilities, this would result in an 'Advanced Escort' with a 60% defense bonus, 100 phased shields, 25% attack bonus, immune to weapons doing less than 30 damage, and a movement of 10 using (a max of) 3 engines (assuming ion engines).

Probably over-powered but just an example after all.
Reply With Quote
  #8  
Old March 26th, 2006, 03:01 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

Quote:
Imperator Fyron said:
You can easily limit the largest ship size a race will build in AI_Design_Creation.txt.
How?
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #9  
Old March 26th, 2006, 03:20 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Big ship supremacy... Can little ships keep up

All entries have two fields for min and max size of the design class.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #10  
Old March 26th, 2006, 04:21 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Big ship supremacy... Can little ships keep up

If you want to make smaller ships more practicle, give them the ALWAYS HITS ability.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:50 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.