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April 30th, 2003, 08:14 AM
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Corporal
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Join Date: Mar 2003
Location: Tempe, AZ
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Re: Neutral AIs
I don't know if it modified then or not, but I supplemented the existing Neutrals with a few races that I had downloaded a while back and wasn't using. I'm going to see how this plays out.
__________________
Now lie still, this isn't going to hurt me a bit...
-Xaren Hypr, Night City cybertech
My Neo SEIV Code: A Se++ GdY $++ Fr C++++ Css+ Sf Ai++ Au M+ MpTFd/VFd S+ Ss++ ROS Pw- Fq Nd Rp G++ Mm++ Bb+
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April 30th, 2003, 10:09 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: Neutral AIs
one of the neutrals already has its own custom shipset: Download Phoenix-D's Clukruk Republic from
http://www.sandman43.fsnet.co.uk/clukruk.htm
The are intended to be used as a non-neutral race, but there's nothing to stop you renaming the files and putting them in your pictures/raceneutral/neutral004 folder. It works, and they look really cool.
[ April 30, 2003, 09:11: Message edited by: dogscoff ]
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April 30th, 2003, 02:01 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: Neutral AIs
If you want to see Neutrals, check out AST mod, Atrocities has 20 Neutrals, to complement his 20 Players, that is 40 Races; most if not all, with there own Ship Sets and AI files, I don’t know how this guy did it, but I now know, the work and the detail that his AST team put in this mod is Absolutely Unrivaled.
[ April 30, 2003, 13:09: Message edited by: JLS ]
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April 30th, 2003, 04:03 PM
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Corporal
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Join Date: Mar 2003
Location: Tempe, AZ
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Re: Neutral AIs
Heh, now I wish that the number of neutrals wasn't limited to 5... 
__________________
Now lie still, this isn't going to hurt me a bit...
-Xaren Hypr, Night City cybertech
My Neo SEIV Code: A Se++ GdY $++ Fr C++++ Css+ Sf Ai++ Au M+ MpTFd/VFd S+ Ss++ ROS Pw- Fq Nd Rp G++ Mm++ Bb+
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April 30th, 2003, 05:26 PM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: Neutral AIs
If I understand correctly it should be possible to create a Neutral that:
Build from it's own tech tree
Colony Ships
Pop transporters
Weapons Plaforms
Bases
Fast Drones with huge warheads
Refuse Treaties
Beam Weapons with range 14
Basicaly make them very tough to take out in early game.
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April 30th, 2003, 07:16 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: Neutral AIs
Quote:
Originally posted by Xaren Hypr:
Heh, now I wish that the number of neutrals wasn't limited to 5...
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Hug, for what?
The Neutrals are ok for RPG, but IMHO, they're hopeless in terms of challenge.
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April 30th, 2003, 08:39 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: Neutral AIs
Quote:
Originally posted by Gryphin:
If I understand correctly it should be possible to create a Neutral that:
Build from it's own tech tree
Colony Ships
Pop transporters
Weapons Plaforms
Bases
Fast Drones with huge warheads
Refuse Treaties
Beam Weapons with range 14
Basicaly make them very tough to take out in early game.
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Absolutely, just add a racial trait, tie it into a new tech with start at one, and tie that to a facility, weapon, Vehicle, etc.
Plus the trait can give the neutral 1500+ points so he may purchase a racial trait or what ever.
To see how I did this Refer to AI Campaign Mod. neutrals and AI files.
[ April 30, 2003, 19:45: Message edited by: JLS ]
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