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  #31  
Old January 16th, 2001, 12:58 AM
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Default Re: AI Modding Consortium - Please read

Well, Sergetti should be finished by the end of the week.
I would like if you would post your modified planet_type files, it's universal for all races, and I just don't have time to mess with it.
Btw, is Nyx responsible for making that Xenophobe speech file? I would like to give him a credit if he is.
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  #32  
Old January 16th, 2001, 03:30 PM

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Default Re: AI Modding Consortium - Please read

Howdy all,
Just saw this thread. I think what you guys are doing is great. While I don't think I have the time to participate fully in your group I certainly be willing to lend a hand from time to time.

I really haven't done anything to the AI files(except install some of your Mods). I was/am more interested messing up/with the vessels, tech tree and components.

I have two big immediate wishes in relation to the game code.
WISH 1. I would like to be able to specify by component, (component=vessel(hull), component, facility, and enhancement) what specifically would be the maintenance cost for that component as a percent of its build cost.

*** Related Idea 1: Give us a line in the Settings file that we can set the frequency of the maintenance cost charge in game turns. (now it defaults to every turn unless I am missing something.)

AND/OR

*** Related Idea 2: Give us 2 lines somewhere in Settings or the AI race files that allow us:
( 1 ).to set the maintenance percent cost for any named race.
( 2 ).to set the frequency of the maintenance charge, in game turns, for that race.

WISH 2. I would really like to see an option for a more interesting planet surface combat abstraction. It wouldn't have to be complicated. Could suggest a model if anyone's interested. ( I know this one might be a pain codewise.)

Well, that's it for now. Keep well, Live Long and Prosper.
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  #33  
Old January 16th, 2001, 05:05 PM

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Default Re: AI Modding Consortium - Please read


Here are three files that I have so far edited.

The first is the default ai research files which is reordered into the least expensive projects to the most expensive projects. By doing this you balance out the research path for the ai.

The second is default ai colony construction file which really helps the ai build their colonies better. (Warning, at the beginning of the game, the ai will not use up all the room on the bigger planets. It will fill up the planet later on when facilities become available. I've found that this doesn't hinder the ai that much, and only makes that mucher better in the late game area.)

The file is ai colony types, I combined the space yards and military installation because I felt they served the same purpose.

Hope you enjoy. Please post any comments you have, I would like to hear them.
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  #34  
Old January 16th, 2001, 05:15 PM

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Default Re: AI Modding Consortium - Please read


Has anyone else reworked the ai research files? I would like to see what changes you made. Thanks.
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  #35  
Old January 16th, 2001, 06:36 PM
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Default Re: AI Modding Consortium - Please read

SunDevil - check out the Darlok research file.
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  #36  
Old January 16th, 2001, 07:29 PM

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Default Re: AI Modding Consortium - Please read

Tampa_gamer:

I didn't see any recent posting of your new race. If the Version is still 1.31 then I have seen your latest posted Version. Have you made any more revisions to your races's research file?
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  #37  
Old January 16th, 2001, 08:13 PM
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Default Re: AI Modding Consortium - Please read

Oh Ok. No, latest Version is 1.31. We should be posting a combined mod sometime early next week, it will be in there. What I have done in the meantime is tweak the heck out of the planet_type file and pull all research and vehicle construction calls to anything which the AI does not use (i.e. boarding ships, troops, cloaking, etc.) until it is fixed in forthcoming patches.
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  #38  
Old January 16th, 2001, 08:47 PM

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Default Re: AI Modding Consortium - Please read

Tampa_Gamer:

Two questions:

1.What kind of research have you pulled? Do you mean just the research projects that are related to the components that you pulled out?

2. Have you looked at my documents that I posted yet? What do you think of them?

Thanks.

[This message has been edited by SunDevil (edited 16 January 2001).]
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  #39  
Old January 16th, 2001, 08:52 PM
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Default Re: AI Modding Consortium - Please read

SunDevil, you should sort out tech areas the AI is not using, such as repair (and, at the moment, planet util.).
Have you tested the Facility.txt? I'm not sure if it will work ok with supply generation only the 5. point on a planet.
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  #40  
Old January 16th, 2001, 09:14 PM

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Default Re: AI Modding Consortium - Please read

[K126]Mephisto:

Yes the supply works fine. I've tested it out with three games now and supply generation facilities are being built.

I am kind of confused on your topic about sorting out tech because the ai is not using it. The only reason I can think of the ai not using them would be because the repair is not being added to the ship designs (because a shipyard can repair and build). And for planet utilization, the ai does build those things on their planet because the ai leaves room for them to be built and also I declare them in the ai facility construction file. One thing that I have noticed is that planet utilization research isn't a high priority for the default ai.

Thanks for the feedback.
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