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December 22nd, 2000, 10:29 PM
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Sergeant
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Join Date: Nov 2000
Posts: 273
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Re: Mephisto: Mod Question
Tomgs:
Perhaps they should have an 'explorer' class of ship, but there is really no way to have the AI build it and then enforce that it actually is used for exploration. Also, getting it to build a specific ship for a specific part of the game (ie the early exploration phases) is problematic at best.
Overall, I think the AI is FAR better off without the extra storage. At least its warships are more solidly built and include more weapons and/or defenses a result of not having the extraneous 'stuff' on all of it's ships.
Talenn
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December 22nd, 2000, 10:37 PM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Mephisto: Mod Question
Well perhaps it is better off right now without supply storage if it won't use it anyway, but I never design a destroyer or above class of ship without at least 2 supply storage units. Also I see ships with one movement a lot because they are out of supplys even in the AI's home system. Is this situation going to get worse without any supply storage? I think a ship with a lot of weapons and 1 movement point is a dead ship if I see it.
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December 22nd, 2000, 11:11 PM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
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Re: Mephisto: Mod Question
If you think the AI's ships are to slow without extra supply storage up the amount that engines can carry. Should give them better range.
__________________
You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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December 23rd, 2000, 12:12 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
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Re: Mephisto: Mod Question
Talenn, you toke the words right out of my mouth.
__________________
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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December 23rd, 2000, 12:17 AM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Mephisto: Mod Question
I have thought a lot about making level II and level III engines hold more supplies. It would give a reason to upgrade to them and also a reason not to upgrade to the next faster engine so quickly. Kind of a trade off. It may help me more than the AI though because it fits into my style more than the programmed AI's style. I will play around with it and see if it will be useful or not.
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December 26th, 2000, 02:29 AM
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Corporal
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Join Date: Sep 2000
Location: Wiesbaden, Germany
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Re: Mephisto: Mod Question
I use the Earth Alliance AI by Mephisto but with the original Malfador files (changed all the files to make AI have CS and ECM). Now I have a range check error like Atrocities, except that the EA this time is done by the computer.
source of trouble, or maybe there is an update of the EA-AI which fixes it?
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December 26th, 2000, 01:03 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: Mephisto: Mod Question
I don't quite get what you have done. Either you use the EA_AI_scripts or you don't.
What do you mean by "the EA this time is done by computer"? If the EA isn't played by the CPU, it won't use any AI files (if you don't use ministers).
I would very much like to help you and I would like to improve my MOD/take out any bugs. Can you post somewhat more specific what you have done with what files?
quote: Originally posted by eagleton:
I use the Earth Alliance AI by Mephisto but with the original Malfador files (changed all the files to make AI have CS and ECM). Now I have a range check error like Atrocities, except that the EA this time is done by the computer.
source of trouble, or maybe there is an update of the EA-AI which fixes it?
__________________
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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