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  #1  
Old January 16th, 2001, 11:46 PM

SunDevil SunDevil is offline
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Default Re: AI Modding Consortium - Please read

[K126]Mephisto:

But doesn't the ai just need an updated ai_design_creation file that would incorporate the components you just mentioned into a ship design. Whether or not the ai would actually use those things in combat\during gameplay I don't know, but the ai can't use them when they aren't included in any design. Thanks for the reply .
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Old January 17th, 2001, 12:29 AM
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Default Re: AI Modding Consortium - Please read

SunDevil-

Havn't had a chance to look at your files yet, probably not till tomorrow (I am still at work and will be for quite some time).

I believe Mephisto meant these were not used in any of the design files.

What I meant below was that even if you include boarding ships, cloaking, ramming warheads, etc. the AI will not use them - try it in the simulator or at any point in a level 3 game, check out the AI fleets - none of them will be cloaked, not even recon sats. So yes, I pushed those techs to the very end of the research file where my "catch-all" clauses are located.
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Old January 17th, 2001, 12:31 AM

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Default Re: AI Modding Consortium - Please read

quote:
Btw, is Nyx responsible for making that Xenophobe speech file? I would like to give him a credit if he is.



Yup that's one of mine. If you use it just include the readme file that accompanies it as it technically is Twin Galaxies'.

If I weren't so dang busy I'd have two more for you.

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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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Old January 17th, 2001, 12:35 AM

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Default Re: AI Modding Consortium - Please read

I have modded a Crew Quarters component with the ability to do 1 repair a turn.

Adding the qualities(abilities) you want to components you know the AI to be using may be one way around the issue.

Whether or not the AI will use those abilities even if it has them is another issue. I'm not even sure I'd know how to test that.

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Old January 17th, 2001, 12:36 AM
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Default Re: AI Modding Consortium - Please read

I have included one repair module on each CA and higher Defense Ship for the Darlok. It works automatically.
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Old January 19th, 2001, 02:30 AM
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Default Re: AI Modding Consortium - Please read

Daynarr, Mephisto, Jpinard-

The revised Darlok should be done by the end of the weekend for inclusion in the combined AI race mod. Mephisto, I assume the EA Version 1.6 will be your latest to include if we compile on Monday? Daynarr, will the revised Sergetti be ready by Monday? Unless somebody else wants to do it, I can work on a readme.txt file with installation instructions and general explanation of who worked on these mods (I will run the draft by both you for approval prior to posting). We can then include each of our specific race readme.txt files in the specific race subfolder. JPinard, let me know if you want to handle the compiling/posting portion of this - since it was really your idea to start compiling some of these into a "Mod Consortium Pack" - hope you are feeling better.

If anybody else has a tested and complete AI race they want added to the first AI race pack, let us know.

Thanks
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[This message has been edited by Tampa_Gamer (edited 18 January 2001).]
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Old January 19th, 2001, 02:33 AM
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Default Re: AI Modding Consortium - Please read

Darn, still testing the Brachyura and some of the ship backgrounds need fixing (they turned out a dark reddish-brown Doubt they'll be ready by then...

*sigh* maybe next time.

[This message has been edited by pathfinder (edited 18 January 2001).]

[This message has been edited by pathfinder (edited 18 January 2001).]
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