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  #1  
Old May 29th, 2007, 05:35 AM
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Default Re: Modding Challenges

Quote:
Captain Kwok said:
I need to create AI scripts for stellar manipulation components - now how should they go about using them?
IMO planet creation, enemy planet destruction, star destroyers and warp opening are useful for the AI. At least I found them so in SE IV. May be black hole destruction and star creation sometimes can be useful, but not often. However warp point closing seems much more difficult for the AI to use reasonably.
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  #2  
Old May 29th, 2007, 08:04 AM

aegisx aegisx is offline
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Default Re: Modding Challenges

The modifiers for what type of ships the AI wants to build should be settable in the race files. This way more custom races can be built.
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Old May 29th, 2007, 10:18 AM

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Default Re: Modding Challenges

I would like to see some of your Adamant mods applied to SEV making racial traits more distinct.

Ideas:
1. Crystalline races have little need for Atmospheres or types really.
2. Organic reliance on larger food supplies (Organics) in production and dailey consumption by the population.
3. Robotics/cybernetics production bonuses, etc.

You get the idea on racial traits.

System wide training facilties versus planet/sector only.
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Old May 29th, 2007, 11:21 AM
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Default Re: Modding Challenges

2 Starfire elements.

Closed warp points. You can see one end but you only know where the other end opens in a system is if you pass through or see someone else use it. Introduces a new tactical element as one side watches for where the enemy comes from while the other side tries to keep it a secret.

Population processing facility.....for organic races. Put excess alien population you capture to better use. Someone else came up with this one a week or so ago.
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  #5  
Old May 29th, 2007, 12:05 PM

Romulus68 Romulus68 is offline
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Default Re: Modding Challenges

Population assimilation like Borg or Symboite take overs.

Their population decreases as your race population increases.
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