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  #1  
Old January 16th, 2001, 12:24 AM
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Mephisto Mephisto is offline
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Default 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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  #2  
Old January 16th, 2001, 12:30 AM
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Default 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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Old January 16th, 2001, 12:58 AM
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Default 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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Old January 17th, 2001, 02:06 AM
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Default 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).]
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Old January 16th, 2001, 03:30 PM

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Default 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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Old January 16th, 2001, 05:05 PM

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Default Re: AI Modding Consortium - Please read


Here are three files that I have so far edited.

The first is the default ai research files which is reordered into the least expensive projects to the most expensive projects. By doing this you balance out the research path for the ai.

The second is default ai colony construction file which really helps the ai build their colonies better. (Warning, at the beginning of the game, the ai will not use up all the room on the bigger planets. It will fill up the planet later on when facilities become available. I've found that this doesn't hinder the ai that much, and only makes that mucher better in the late game area.)

The file is ai colony types, I combined the space yards and military installation because I felt they served the same purpose.

Hope you enjoy. Please post any comments you have, I would like to hear them.
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Old January 16th, 2001, 05:15 PM

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Default Re: AI Modding Consortium - Please read


Has anyone else reworked the ai research files? I would like to see what changes you made. Thanks.
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