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June 28th, 2003, 03:54 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Modding Limitations: Things needed for Next Patch
On point #1, all Aaron has to do is make it pick a random existing image in the mod directory if present instead of picking a random image based on the default ship size.
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June 28th, 2003, 04:11 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Modding Limitations: Things needed for Next Patch
MB made a program that processes a bunch of turns for AI testing, you know. I forget what it is called though...
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June 28th, 2003, 04:22 AM
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First Lieutenant
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Join Date: Dec 2001
Location: SE Pennsylvania
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Re: Modding Limitations: Things needed for Next Patch
It's been posted before, but I'll post it again in the hope that 'the powers that be'(MM) will add them:
1) a component that can generate research points.
2) a component that will generate Intel points.
3) a component that will store resources.
The above will allow 'true' Nomadic Races.
The Space Gypsy's will thank you! 
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Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
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June 28th, 2003, 04:25 AM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: Modding Limitations: Things needed for Next Patch
I am not sure how it is for testing modded data files, but for testing AI's MB's batch program is a god send. I always use it to test mine. At first, run 50 turns with a save every turn, you can see how the AI progresses in the early game. Then, after some tweaking, run 150 turns with a save every ten. Finally, after even more tweaking, run 300 turns with a save every 10 turns. No better way I have found yet. Thanks MB!!
PS - Don't forget to use the AI deathmatch map, include your race AI against the Tessalate, and run 500 turns. If you Last til 300, youve done a good job with your AI files.
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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June 28th, 2003, 05:38 AM
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Lieutenant General
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Join Date: Nov 2002
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Re: Modding Limitations: Things needed for Next Patch
Quote:
Originally posted by Taz-in-Space:
It's been posted before, but I'll post it again in the hope that 'the powers that be'(MM) will add them:
1) a component that can generate research points.
2) a component that will generate Intel points.
3) a component that will store resources.
The above will allow 'true' Nomadic Races.
The Space Gypsy's will thank you!
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How about a component that generates population growth for the stored population on board a ship? So you wouldn't need planets to increase your people.
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June 28th, 2003, 05:42 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Modding Limitations: Things needed for Next Patch
Quote:
Originally posted by Gandalph:
I am not sure how it is for testing modded data files, but for testing AI's MB's batch program is a god send. I always use it to test mine. At first, run 50 turns with a save every turn, you can see how the AI progresses in the early game. Then, after some tweaking, run 150 turns with a save every ten. Finally, after even more tweaking, run 300 turns with a save every 10 turns. No better way I have found yet. Thanks MB!!
PS - Don't forget to use the AI deathmatch map, include your race AI against the Tessalate, and run 500 turns. If you Last til 300, youve done a good job with your AI files.
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Where can I get the file and how do I use it?
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 28th, 2003, 05:48 AM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Modding Limitations: Things needed for Next Patch
i would love it if we could mod the warp points...
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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