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December 7th, 2000, 01:51 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: New ShipDesign Mod
Talenn - your hi-tech small hulls sound like a good way to get the AI to use smaller ships longer - you should post your files.
Mephisto - 3 Versions in less than 2 days!! I can't keep up with the downloads! j/k
I am glad to see other people trying hard with the AI as well.
Unfortunately, I keep trying to find time to post a new Version of my mod - but I am in the middle of an 75+ hour work week and I am supposed to attend my wife's family reunion in Disney this weekend. . .I guess the bright side is that when I emerge from this hiatus, perhaps the new patch will be out!
[This message has been edited by Tampa_Gamer (edited 07 December 2000).]
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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December 7th, 2000, 03:10 AM
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Sergeant
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Join Date: Nov 2000
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Re: New ShipDesign Mod
Tampa_Gamer:
Actually, my set is VERY interdependant. I have tweaked costs and ranges and whatnot for a LOT of items. This caused me to go in to the AI files and tweak them so that it could respond to my changes. It works, but it is pretty much a package deal. Many items only seem to make sense when taken as a whole.
I've tweaked the weapons so that there is more trade-off. Some weapons are now more or less accurate than others. Armor and Shields both have a point and one does not obsolete the other. Propulsion research allows more efficient engines in terms of cost and range. Construction of Facilities require more Organics and Radioactives than before. Many other things have been tweaked as well and I wasnt as careful as you about documenting all my changes...I just sort of went in and did 'em as I saw the need.
So, I think for anyone to really use my changes, they would almost have to want to play with my entire Data Set including AI adjustments and whatnot. I just figured that that might be too radical of a change for most people at this point, but I would consider compiling it all up if folks wanted to see it.
Talenn
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December 7th, 2000, 11:05 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: New ShipDesign Mod
I followed 2 ideas while modifing the AI:
1.) Only touch one thing a time so you can watch the result.
2.) Don't touch the game balance as malfador and the betas have spent a lot of time finding the current one.
I wish I was a beta tester or had entry to that forum. It is a bit disappointing to do all the changes only to be offset by the next patch. I would like to help Aaron with the design files but I doubt he will give such a important part of the game out of his hands. For this matter, we 3 could form a outdorr Ai creation team 
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December 7th, 2000, 12:50 PM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
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Re: New ShipDesign Mod
Talenn, I would like to see your files. They sound interesting to say the least.
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December 8th, 2000, 02:19 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: New ShipDesign Mod
Talenn - I think seeing your compilied set will still be helpful. I also like the ideal about advanced propulsion also affording greater fuel efficiency.
Mephisto - Agreed, but I am backing-off of total AI mods for all races at this point until the next patch (also b/c as I indicated below, I am at work right now for all my waking hours!). I have a feeling the next patch will focus on AI a bit with all the attention it has gotten on the Boards. However, what I am doing is concentrating on making the AI changes to one race (a custom one) that can be added to the game whenever you play it. This makes it easier (1) to test, (2) for others to add it to their existing data set without losing all their mods, (3) to compare it to the default races (I keep full view scoring on so I can monitor how the races do over many games), and (4) to work into any later patches that come out. I am currently still tweaking my "Darlock" type race.
I suppose what I am proposing is that we each concentrate on making a custom AI race (you can modify an existing one if you want and rename it to something else). But instead of concentrating on the ship sets (like others), we tweak the AI data files. Then we can trade them and compare how they do against both the default AI races and each of our "custom races." Of course, this ideal will not work with a heavily modified component/facility file, but at least it could provide some baseline comparisons - Any thoughts?
[This message has been edited by Tampa_Gamer (edited 07 December 2000).]
[This message has been edited by Tampa_Gamer (edited 07 December 2000).]
[This message has been edited by Tampa_Gamer (edited 07 December 2000).]
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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December 7th, 2000, 05:49 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: New ShipDesign Mod
Sounds good, Tampa_Gamer. I'm short of time at the moment but I will make a custom races and see how it's going along.
By the way I have the same feeling about the patch as you.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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