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  #1  
Old January 19th, 2001, 02:56 AM
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Default Re: AI Modding Consortium - Please read

Pathfinder-

Thats OK, we will be here for awhile!

SunDevil-

Finally had a chance to look at your posted files below, I have not tested these in a game yet - are you planning to incorporate these into any specific race? I think you will have to modify the design and construction files to maximize the effect of these changes.

(1) AI Construction Facilities file:
- Overall I like the idea of not maxing out large and huge planets early in the game, but how does this play out for the AI? Do they come back and add facilities later or do they fill it up when they get their first upgrade?
- Why do you have two "Military Installation" queues?
- Spacing typo in second "Military Installation" queu in number 10

(2) AI Research file
- I would suggest removing those techs the AI is not using currently (Mephisto covered this earlier) for two reasons: (a) why waste RPs on techs not used and (b) even if you leave it in to trade with them, I don't think its fair to use tech the AI has no way of utilizing (personal view point)
- Due to the new research order, the design files need to be tweaked for maximum efficiency
- Might want to replace "25" with "50" for some of the larger projects, otherwise the AI gets chugged down in a 30 year research project (especially neutrals who typically don't have many RPs)

(3) Default Colony Types
- I guess I didn't really see any point to modifying this file, since the true "calls" are made in the Planet_Types file. B/T/W did you modify the Planet_Types file, I thought you were talking about a revised one earlier. I modified this file specifically for the Darlok and it rocks (well, at least I was very happy to finally make it work the way I want it to!)

Hope this helps. You might want to consider incorporating these into an AI race and focusing on tweaking the other files I mentioned to form a complete AI package for oen race. That way, everyone can use this race, compare it to others and offer additional feedback

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

[This message has been edited by Tampa_Gamer (edited 18 January 2001).]
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Old January 18th, 2001, 05:55 PM

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


Tampa_Gamer:

(1)AI Construction Facilities:

1. Yes the ai does go back and fill in the remaining spots on the planet.

2. Stupid Mistake for both - I was wondering why there were an extra amount of military bases! Thanks.

(2)AI Research File

1. Got a point about leaving out tech, will wait for next patch to decide.

2. The research order was for two reasons. To have the neutral races research things in a balanced way, and not have them research only two fields. And two to get a better understanding of the whole research process in general.

3.Looking into helping the neutral races building more rapidly. But with my Colony_Construction file, the neutral races will build more reserach facilities.

(3)Default Colony Types:

1. I modified this file because I didn't see a purpose in having a military installation and shipyard as two seperate colony types. Yes I think that if the ai can be fixed to build colonies more efficently then I will think about adding even more types, but for right now, you need to keep it simple and small for the ai to actully build efficently.

I do plan on adding this to specific race. I just have been doing a lot of research so I will be able to actually make a truly special and dangerous race. I am in no rush to finish the race due to the fact that right now there needs to be some changes made to the internal game.

Thank you for your suggestions and I'm looking forward to your next update of your race.

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Old January 18th, 2001, 07:00 PM
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Default Re: AI Modding Consortium - Please read

I will see what I can do tomorrow for the EA. I have a final Version already here that I will post to you, Tampa or you, JPinard. Not much change so.
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Old January 19th, 2001, 01:31 AM
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Default Re: AI Modding Consortium - Please read

Sorry guys for lack of responses from me, I got caught up by that evil beast called real life. Sergetti will be ready till Monday, no sweat.
Tampa, I am going to send you that mail about that planet types file as soon as I get time (didn't forget about it ).
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Old January 19th, 2001, 01:37 AM
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Default Re: AI Modding Consortium - Please read

Ya, real life sure suckes up the gaming time.
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Old February 16th, 2001, 09:29 AM

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Default Re: AI Modding Consortium - Please read

quote:
Originally posted by [K126]Mephisto:
BTW: We always could use some testers for our Mod (I always could at least). Someone willing to do this?


Well i would be happy to help in the process... I dont know much about moding YET!! but want to make a dune mod for the game. for right now though i will be happy to test them and help you all in what ever way i can. ie if you need hosting i hope to have one of my boxes redy soon. also if you would like me to i can help "manage" whats going on... ie collect info for how things are going..


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