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July 21st, 2004, 09:49 AM
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Colonel
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Join Date: Jan 2001
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Re: Quick Questions-Added
Neutrals can have and use racial technologies if you include them in their AI files. You can even create special super technologies for them to make them stronger: global production center (facility that produces all resources), universal colony module (all planet types can be colonized from the beginning of the game), cheap atmosphere converter and so on. In standard SE IV this is just not used.
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July 21st, 2004, 10:12 AM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: Quick Questions-Added
Loser is right about infinite distance missile.
Example from the SJ's Gritty Economy mod which has infinite range missiles:
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
So, as you see, they have to fire at range 21.
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July 21st, 2004, 10:54 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Quick Questions-Added
Thanks guys, been playing a bit lately (in between diaper changes, lol) and have taken a liking to having 4 AI's and 10+ neutrals on a high/max bonus setting. Been fun seeing the Flora and the Tesselite duke it out while I try to protect the neutrals. (nasty AI's those).
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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July 21st, 2004, 11:12 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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Re: Quick Questions-Added
What expanded role can we see for neutrals in SE5 - suggestions welcomed.
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July 21st, 2004, 12:56 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: Quick Questions-Added
Couple of other Modding Neutral Threads:
A few more ideas on the subject
http://www.shrapnelgames.com/cgi-bin...3;t=009521;p=2
A few more ideas on the subject
http://www.shrapnelgames.com/cgi-bin...=008920#000007
Neutrals Building Repair Ships
http://www.shrapnelgames.com/cgi-bin...193;p=2#000019
Maybe a Neutral that built fast very strong drones that could reach anywhere in one or two turns. This combined with an active warp mining activety could be nasty.
I always wondered what a Neutral would do if it had warp point openers. Imagine if it spent the game making random warp point connections?
[ July 21, 2004, 12:00: Message edited by: Gryphin ]
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July 21st, 2004, 05:31 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Quick Questions-Added
Thanks guys, think I'm going to do some minor modding (provided my daughter stays quiet for a bit  )
Also, there was a beautiful shipset ages ago that I can't quite get ahold of, the Solarian Kingdom. Every link I try seems to be dead.
Anyone have a copy they can throw on PBW for me to download or email me?
How does the AI handle one way warp-points?
Is there any way to have Warp-points start in the same space as a planet all the time (or asteroid etc) without manually editing the map?
[ July 22, 2004, 03:08: Message edited by: Deathstalker ]
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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July 23rd, 2004, 01:38 AM
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Sergeant
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Join Date: Apr 2004
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Re: Quick Questions-Added
one way warp points?!?!?!?!
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