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  #41  
Old March 1st, 2002, 08:23 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

v2.0 is here -- and it brings a whole bunch of new stuff! 12 new AI Races (with full support for Standard Races and Neutral Races so you don't have to use the pre-made Empires), Stellar Manipulations, Troops, Mines, Cloaking, Politics, and over 60 other additions. You can read the full details in the What's New section on my home page while you download the mod
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  #42  
Old March 1st, 2002, 03:32 PM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Update: I made a very minor change to my mod -- Troops, Energy Troops, and Boarding Science are now unavailable by default since the AI is more efficient without these TechAreas. If you downloaded v2.0 before 7:30AM CST, then I recommend doing the same *UNLESS* you like to use Troops and/or Boarding Parties. Run "ZippyMod AI Setup Utility.exe" to toggle the availability of the mentioned TechAreas.
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  #43  
Old March 1st, 2002, 10:31 PM

Phoenix-D Phoenix-D is offline
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Wouldn't it be simpler just to not tell to AI to get those tech areas? Or not use them even if it does?

BTW, I can't navigate your site.. the side frame is pure black.

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  #44  
Old March 2nd, 2002, 11:21 PM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

quote:
Originally posted by Phoenix-D:
Wouldn't it be simpler just to not tell to AI to get those tech areas? Or not use them even if it does?


I should have explained that Troops and Boarding Science are the only two tech areas that the AI uses exclusively for defensive purposes. Your method works fine if the human player never uses Troops or Ship Capture. But, what if a human player wants to use these tech areas? With your method the AI wouldn't provide any defense. By toggling the availability of the tech areas the AI will automatically allocate the appropriate resources -- the AI can only research, design, and build Troops and Boarding Defense if the corresponding tech areas are available. But, if the tech areas are unavailable (i.e., the player doesn't use Troops or Ship Capture) then the AI won't waste resources pursuing those tech areas.

quote:
BTW, I can't navigate your site.. the side frame is pure black.


Do you have images turned on? The side frame is all graphics.
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  #45  
Old March 2nd, 2002, 11:52 PM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Zippy,
Thats one tuff mod! downloaded it and into about 25 turns and the first race I find is.....EEE! and of course they do not like me at all way cool

Typos

[ 02 March 2002: Message edited by: mottlee ]

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  #46  
Old March 3rd, 2002, 12:00 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Yup, I have images turned on. None of them displayed though..

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  #47  
Old March 3rd, 2002, 12:02 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Ah, there we go. IE needed to download something for them to display apparently.

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  #48  
Old March 3rd, 2002, 12:09 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Ok.. looking around and I found this:

"2. In VehicleSize.txt I use Combat To Hit Offense Minus and Combat To Hit Defense Minus rather than Combat To Hit Offense Plus and Combat To Hit Defense Plus so that Sensors and ECM bonuses add to ship bonuses. Otherwise, the game would only use the best value. For example an Escort (+40% Defense) with an ECM III (+60% Defense) would only have a +60% Defense (from the ECM III) while a Baseship (-20% Defense) with an ECM III (+60% Defense) would also have a +60% Defense (from the ECM III). Using my method, the Escort will have a –100% (60% – 160%) Defense while the Baseship will have a –160% (60% – 220%) Defense for a net difference of 60% between the two ships. Unfortunately, Stealth Armor and ECM do not add (which is why I removed normal stealth armor)."

Unless the ship design screen is bugged, things do stack; standard SE4 uses Defense Plus for both, and according to the ship design screen an Escort with ECM III, stealth armor, scattering armor has a defense of 140 something, where a baseship with the same has a defense of 60 something. Perhaps this was fixed?

Not really relevent since the design will work either way, just curious.

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  #49  
Old March 3rd, 2002, 01:56 PM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

The "plus" does stack, the in-game screen is correct. Have a nice day!
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  #50  
Old March 3rd, 2002, 05:00 PM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

quote:
Originally posted by Phoenix-D:
Unless the ship design screen is bugged, things do stack; standard SE4 uses Defense Plus for both, and according to the ship design screen an Escort with ECM III, stealth armor, scattering armor has a defense of 140 something, where a baseship with the same has a defense of 60 something. Perhaps this was fixed?


I'm guessing that it was fixed. I did very extensive testing before adopting the method that is used in my mod. At the time I was very certain that the bonuses did not stack. Unfortunately I don't remember the Version of SE IV that I was using at the time, not that it matters.

Hmmm, but if it is fixed then maybe I can use this to my advantage...
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