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  #1  
Old February 13th, 2008, 08:35 PM
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Default Re: Star Wars Mod

Ran into an interesting thing today. The AI in SE IV is extremely [censored] stupid. I had to make fighters that can be used with fleets a racial trait because the AI would use the fighter components on ships. Joyous. It looks like this feature of the mod will be RPG only.

This is how it breaks down as to what I have done.

Imperial Only
Components 95%
Facilities 50%
Technology 75%
Vehicles 100% (might add one or two more)
AI 0%

Overall:
Cultures 100%
Happiness 100%
Events 0%
Intel 0%
Race AI 0%
Neutral AI 0%

Ship Sets
Imperial 100%
Rebellion 90%
Trade Federation 100%
Separatists 100%
Underworld 100%
Smugglers 50%
Pirates 10%
Neutrals 0%
Events 0%
Components 90%
Facilities 100%
Combat 100%
Mod Art Work 0%
Custom UI 0%
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  #2  
Old February 21st, 2008, 08:57 PM
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Default Re: Star Wars Mod

Thanks to some great help from PvK I hope to have a playable alpha version of the empire part of the mod out very shortly.

I am working on the design creation file now. With any luck I will have it out in a couple of days.
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  #3  
Old February 25th, 2008, 03:57 AM
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Default Re: Star Wars Mod

I really am seriously beginning to hate this game because the AI is so damn difficult to work with. Getting the Ai to build anything is really next to impossible given the design of the mod. In order to get it to do anything I will have to give it its own special trait, and that defeats the entire point of the mod. I am about to say to hell with it and throw in the towel. Either I am a complete idiot, or there simply is no way to execute a Star Wars mod effectively using SE IV.
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  #4  
Old February 25th, 2008, 04:25 AM
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Default Re: Star Wars Mod

THIS IS AN ALPHA VERSION It is not by any means a playable mod.

Issues:
1. AI cannot use Fleet Fighters... bad bad bad things will happen.
2. When set to High Tech start, doesn't start at max level, only starts at level 1.
3. Getting the AI to build things.
4. AI tends to likes putting wrong facility on planets.. resupply + Spaceport, after it colonizes a planet.
5. Costs of things needs to be figured out.

Notes:
1. This is an ALPHA version and it only includes the Empire.
2. The AI is bare bones basic only.
3. Blue buys Ships, Green buys Troops, Red buys fighters.
4. Tech cost and other costs are a work in progress.

I need help in sorting out the AI issues. Namely why it won't start on high tech when told too. Its issues with using the wrong facilities when colonizing. And help in establishing a fair cost for ships, comps, and what not.

If we can get the Empire AI working, well then, we have hope. Download Link
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  #5  
Old February 26th, 2008, 02:05 AM
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Default Re: Star Wars Mod

Yeah, the AI has all kinds of silly quirks. There is a more adaptable solution, but it may take a bit of programming work:

The game loads and processes the AI text files every turn. That means any changes to the AI files take effect immediately if the game is running.

It should be possible for someone to create an AI companion program that alters the AI text files on-the-fly each turn according to more detailed (and sane) parameters.

Plus, since the game is capable of outputting detailed log files in text form, it should also be possible to create an AI that responds automatically to some in-game events using such a companion program.

You up to it?
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  #6  
Old February 26th, 2008, 02:29 PM
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Default Re: Star Wars Mod

I've only played 8 turns but here's the things I found so far

facil_1168 is "can't open file" error the mini pic shows up fine

and lvl 1 colony ship has 0 movement but in the design it shows it haveing a move of 1

looks good so far but the odd thing is Ion Drive Engine has "Creates a warp field surrounding a ship thus allowing it to enter warp drive. (Add Warp Core and 2 Impulse Engines)"

did the Empire get them from the Federation
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  #7  
Old February 26th, 2008, 06:13 PM
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Default Re: Star Wars Mod

You must have at least one movement worth of standard move, otherwise bonus move and racial bonuses don't count.
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  #8  
Old February 26th, 2008, 06:42 PM
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Default Re: Star Wars Mod

Fixed the facility problem. Was spelled Facili_1168 instead of Facil_1168

Thanks guys, I will want this mod to work, getting it too has really taxed me. I don't know why, but it seems that things like this are becoming harder and harder for me to do. It is like I am growing dumber each day.
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