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January 15th, 2001, 10:48 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: AI Modding Consortium - Please read
He, cool! That's a word!
quote: Originally posted by Richard:
If you guys want to start a centralized place for modifications to the game I would not mind hosting it if you can't find space.
Currently we have fan created fan sites for all of our other games on our website.
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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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January 16th, 2001, 12:04 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: AI Modding Consortium - Please read
OK, Mephisto and Daynarr if we wait till say the end of the week, will that be enough time for a new Version of your mods or do you want to wait until early next week so you have another weekend to work on them? For the Darlok, I am the process of tweaking the planet_type files I finally got working correctly and revamped the design file (also Nyx and Voidhawk are working on a speech set and shipset for the Darlok, respectively) so I should be ready by the end of the week.
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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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January 16th, 2001, 12:24 AM
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Brigadier General
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Re: AI Modding Consortium - Please read
I don't know if I can work on this till next week. But we could put the MOD out with the EA Version 1.6.
Who will make up the final package?
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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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January 16th, 2001, 12:30 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: AI Modding Consortium - Please read
Doesn't matter to me. . .jpinard you out there? I guess my vote would be for jpinard if he wants to or yourself, otherwise I can do it towards the end of the week, but not on weekends (only a 56k connection at home). Probably good to retain a separate readme for each specific race (in the race folder) like we have now and we should make one central readme for installation instructions, give credit to those who made the mods  and explain our philosophy of not modifying the data files (yet).
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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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January 16th, 2001, 12:58 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: AI Modding Consortium - Please read
Well, Sergetti should be finished by the end of the week.
I would like if you would post your modified planet_type files, it's universal for all races, and I just don't have time to mess with it.
Btw, is Nyx responsible for making that Xenophobe speech file? I would like to give him a credit if he is.
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January 17th, 2001, 02:06 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: AI Modding Consortium - Please read
Yeah, Nyx is the one who created the xenophobe speech file. On the Planet_Types file, the one I created is specifically for the Darlok b/c their default tiny, useless planet is for an Intel planet, but you could easily convert this to the Sergetti, tweak it and place it in their race folder. That way you wouldn't modify all the other races. Let me know and I will e-mail it to you. Just making this one file work how I want it, has dramatically increased the intelligence of the Darlok planet choices and therefore solved a lot of their resource problems.
I would not replace the AI_Default_Planet_Types file b/c I assume MM has tweaked this to provide a generally ok mix of planet types for all races, across all galaxy types, across all tech levels, across all start levels, across all starting planet types, etc. etc. But I have no problem with tweaking it for a specific race and placing it in their subfolder
[This message has been edited by Tampa_Gamer (edited 16 January 2001).]
[This message has been edited by Tampa_Gamer (edited 16 January 2001).]
[This message has been edited by Tampa_Gamer (edited 16 January 2001).]
__________________
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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January 16th, 2001, 03:30 PM
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Sergeant
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Join Date: Dec 2000
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Re: AI Modding Consortium - Please read
Howdy all,
Just saw this thread. I think what you guys are doing is great. While I don't think I have the time to participate fully in your group I certainly be willing to lend a hand from time to time.
I really haven't done anything to the AI files(except install some of your Mods). I was/am more interested messing up/with the vessels, tech tree and components.
I have two big immediate wishes in relation to the game code.
WISH 1. I would like to be able to specify by component, (component=vessel(hull), component, facility, and enhancement) what specifically would be the maintenance cost for that component as a percent of its build cost.
*** Related Idea 1: Give us a line in the Settings file that we can set the frequency of the maintenance cost charge in game turns. (now it defaults to every turn unless I am missing something.)
AND/OR
*** Related Idea 2: Give us 2 lines somewhere in Settings or the AI race files that allow us:
( 1 ).to set the maintenance percent cost for any named race.
( 2 ).to set the frequency of the maintenance charge, in game turns, for that race.
WISH 2. I would really like to see an option for a more interesting planet surface combat abstraction. It wouldn't have to be complicated. Could suggest a model if anyone's interested. ( I know this one might be a pain codewise.)
Well, that's it for now. Keep well, Live Long and Prosper.
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