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May 14th, 2001, 04:10 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Devnullmod
quote: Originally posted by Marty Ward:
The Taera and Serageti only build up to cruisers and space stations, nothing larger.
The Phong only build up to space station.
This appears to only effect their initial designs. After 40+ turns they seem to build the larger ships.
This is a feature of original SE4 AI, not a bug. The idea is that the larger ships & bases are too expensive/time consuming to build in early stages of the game, so most of the AI have a line "max tonnage" or something like that. I think there's a total of 3 of these lines in each AI, the first two Lasting 20-40 turns each, and the Last one being the ultimate limit for that race.
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May 14th, 2001, 04:22 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Devnullmod
I wonder if that feature could be used to give a variety of ship designs to the AI? Could the turns between the switch be lengthened or could more lines be added for example.
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May 14th, 2001, 07:15 PM
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Major
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Re: Devnullmod
Well, these are the appropriate lines from "*_AI_Settings.txt":
Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0
I assume the "0" entries in the "Start 3" lines mean unlimited (a standard established in other text files for SEIV).
I don't think you can change the number of start points, but it looks like you can change the turn limits and tonnage sizes...
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May 14th, 2001, 07:50 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Devnullmod
Cool! Thanks for explaining what those lines mean.
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May 15th, 2001, 04:01 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
Marty Ward wrote:
quote: Have seen an number of designs with tremendous amounts of shields/hardened shield generators and few (1-2) weapons. Don't know if this is done on purpose or not.
Can you provide a specific race that was/is doing this? It will help me track it down. So far I haven't seen this (though I have seen the AI putting way too much PD on designs).
BTW, I'm working on an update to fix a lot of these kinds of bugs. Will hopefully be out in the next day or so.
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May 15th, 2001, 06:33 PM
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Sergeant
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Re: Devnullmod
One idea would be to give each race starting armor, kind ok like what you did w/ PD. I think the largest issue w/ the AI and PD is that they are trying to use the mini mounts as armor. Add another level of armor and give everyone armor I (make it like 30kT damage per space so that researching chemistry is still worth your while). Make armor II like 60kT or so [I hope these numbers are right - guessing off the top of my head from the office at lunch]. That way the computer will have crappy, but at least partially effective armor to use if it hasn't discovered Chem/Armor yet.
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May 15th, 2001, 08:11 PM
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Private
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Join Date: Dec 2000
Location: Hawthorne FL. USA
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Re: Devnullmod
Want you to know Dev, that the cu cappa have used steller on me and it was cool.
They first came over to one of my good planets and destroyed it into an astroid field,excellant. Then a few turns later the announcement came that the cucappa had built a planet. Congradulations on a fine mod as this little baby is awesome.
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