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  #1  
Old January 12th, 2001, 07:44 PM

SunDevil SunDevil is offline
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Default Re: AI Modding Consortium - Please read

We need to come up with a standard to use as a base for all future improvements/ modifications. And it seems each mod race that has been created so far, has been all modded in different aspects. We just need to put them together. I'm going to try to post some changes and discoveries I've made of the Last two weeks. In the games I've tested so far, the ai is much more of a challenge. If only the ai could rebuild on a full planet with upgrades.

Tampa_gamer: I've looked over your files, and you do a great job adding things. I've used your files as a base and have added a lot to the way the AI researches things, how and where colonies are built, and some more useful ship designs.

[K126]Mephisto: I haven't got a chance to really look over your latest Version of your mods but what can I say, you've made great strides with your race. You definitely have some nice ships designs. I didn't see much revision in your latest files in regards of how/what the ai builds on planets but I could be wrong. I'm sure it will be fun to work with you.

Daynarr: I've looked over your race and was quite impressed with the changes you made with your race, but still trying to figure out your research strategy.


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  #2  
Old January 12th, 2001, 08:11 PM
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Tampa_Gamer Tampa_Gamer is offline
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Default Re: AI Modding Consortium - Please read

SunDevil-

Thanks. I took a lot of time to maximize the research tree. I played it myself (all the way to the end) and kept track of the points/projects used and the order so I could maximize under-utilized project points. I am currently testing a heavy re-vamped "Planet_Types" file based on some other threads. It will be incorporated in my next Version.

In terms of a "base" what exactly do you mean? I think the EA, Sergetti and Darlok are all "pure" mods in the sense they do not alter data sets or default AI files.
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Old January 12th, 2001, 08:19 PM

Talenn Talenn is offline
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Default Re: AI Modding Consortium - Please read

Well, I certainly like the idea. I'm just not sure how much use I'd be to it though. My data set is pretty heavily modded.

IMO, there are plenty of unbalanced and/or no brainer items in SE4 that were the focus of my early efforts. I'm quite pleased with the results and with the AI I have modded to account for the changes. Note that most my changes dont include adding 'Level 4 Gadgetron' so I can blow stuff up easier or anything like that. In fact, I have VERY few new items at all.

Most of my changes center around rebalancing and/or tweaking many of the items already in the game. I've still been doing a fair amount of work on it and I'm not quite willing to abandon all that at this point.

If there is any theoretical help I can give, I'm glad to share it though. I'd like to still sit in and make suggestions and comments if y'all dont mind that. Also, of course, some changes are universal across data sets so I might still be useful there too.

Thanx,
Talenn
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Old January 12th, 2001, 08:32 PM

SunDevil SunDevil is offline
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Default Re: AI Modding Consortium - Please read

Tampa_gamer:

I just did the whole research thing as well.
It took me a total of 10 hours and six pages to write everything down. Anyway what I was thinking was, for the neutral races have them research everything in a numerical order.

For example I call this round 1. In other words this is the first phase of research for a neutral race.

Round 1 <= 20,000
1.Projectile Weapons 5000
2.Planetary Weapons 5000
3.Smaller Weapons 5000
4.Repair 10,000
5.Propulsion 10,000
6.Explosive Warheads 10,000
7.Ship Construction 20,000

Now the benefits for a neutral race to go through the research tree in order(as in researching the least costing items first) would be first that it doesn't tie itself up in the beginning with large projects. Two it will have a balanced research plan so it can discover things in order and not have to go back. Third if/when MM gets the whole trade aspect of the game right, you know that you could trade/steal research in an area that you might not of covered yet and it will be guaranteed that a nuetral race would at least have the first couple of levels in the field researched already.

This helps because the neutral races will actually have a balanced ship design and colony design because they will research all fields and not just specialize. This will make the ai harder to beat in combat because now you need a balanced fleet to fight the neutral ai.

Damn this is a long post. Give me some opinions about this strategy.
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  #5  
Old January 12th, 2001, 08:36 PM

SunDevil SunDevil is offline
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Default Re: AI Modding Consortium - Please read

Talenn,

Just describing what you modified and why could give everyone a better understanding of the game's ai. I would definitely want you to sit in and give suggestions and theories because I have yet to read a post of yours that I didn't learn something from, except for maybe your Last one.
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Old January 12th, 2001, 09:03 PM

Eisenhans Eisenhans is offline
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Default Re: AI Modding Consortium - Please read

It is very good to coordinate all that modding. Since I'm new to modding myself I won't be able to contribute much at the moment, but I am interested to learn from the masters. Would you please not forget to keep the interested public informed? Something like: we did this to achieve that would be nice from time to time (maybe a thread like "news from the ebony tower" or so )
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Old January 12th, 2001, 09:13 PM

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Default Re: AI Modding Consortium - Please read

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