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  #1  
Old January 17th, 2001, 12:29 AM
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Default Re: AI Modding Consortium - Please read

SunDevil-

Havn't had a chance to look at your files yet, probably not till tomorrow (I am still at work and will be for quite some time).

I believe Mephisto meant these were not used in any of the design files.

What I meant below was that even if you include boarding ships, cloaking, ramming warheads, etc. the AI will not use them - try it in the simulator or at any point in a level 3 game, check out the AI fleets - none of them will be cloaked, not even recon sats. So yes, I pushed those techs to the very end of the research file where my "catch-all" clauses are located.
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Old January 17th, 2001, 12:31 AM

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Default Re: AI Modding Consortium - Please read

quote:
Btw, is Nyx responsible for making that Xenophobe speech file? I would like to give him a credit if he is.



Yup that's one of mine. If you use it just include the readme file that accompanies it as it technically is Twin Galaxies'.

If I weren't so dang busy I'd have two more for you.

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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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Old January 17th, 2001, 12:35 AM

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Default Re: AI Modding Consortium - Please read

I have modded a Crew Quarters component with the ability to do 1 repair a turn.

Adding the qualities(abilities) you want to components you know the AI to be using may be one way around the issue.

Whether or not the AI will use those abilities even if it has them is another issue. I'm not even sure I'd know how to test that.

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Old January 17th, 2001, 12:36 AM
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Default Re: AI Modding Consortium - Please read

I have included one repair module on each CA and higher Defense Ship for the Darlok. It works automatically.
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Old January 19th, 2001, 02:30 AM
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Default Re: AI Modding Consortium - Please read

Daynarr, Mephisto, Jpinard-

The revised Darlok should be done by the end of the weekend for inclusion in the combined AI race mod. Mephisto, I assume the EA Version 1.6 will be your latest to include if we compile on Monday? Daynarr, will the revised Sergetti be ready by Monday? Unless somebody else wants to do it, I can work on a readme.txt file with installation instructions and general explanation of who worked on these mods (I will run the draft by both you for approval prior to posting). We can then include each of our specific race readme.txt files in the specific race subfolder. JPinard, let me know if you want to handle the compiling/posting portion of this - since it was really your idea to start compiling some of these into a "Mod Consortium Pack" - hope you are feeling better.

If anybody else has a tested and complete AI race they want added to the first AI race pack, let us know.

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Tampa_Gamer

[This message has been edited by Tampa_Gamer (edited 18 January 2001).]
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Old January 19th, 2001, 02:33 AM
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Default Re: AI Modding Consortium - Please read

Darn, still testing the Brachyura and some of the ship backgrounds need fixing (they turned out a dark reddish-brown Doubt they'll be ready by then...

*sigh* maybe next time.

[This message has been edited by pathfinder (edited 18 January 2001).]

[This message has been edited by pathfinder (edited 18 January 2001).]
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Old January 19th, 2001, 02:56 AM
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Default Re: AI Modding Consortium - Please read

Pathfinder-

Thats OK, we will be here for awhile!

SunDevil-

Finally had a chance to look at your posted files below, I have not tested these in a game yet - are you planning to incorporate these into any specific race? I think you will have to modify the design and construction files to maximize the effect of these changes.

(1) AI Construction Facilities file:
- Overall I like the idea of not maxing out large and huge planets early in the game, but how does this play out for the AI? Do they come back and add facilities later or do they fill it up when they get their first upgrade?
- Why do you have two "Military Installation" queues?
- Spacing typo in second "Military Installation" queu in number 10

(2) AI Research file
- I would suggest removing those techs the AI is not using currently (Mephisto covered this earlier) for two reasons: (a) why waste RPs on techs not used and (b) even if you leave it in to trade with them, I don't think its fair to use tech the AI has no way of utilizing (personal view point)
- Due to the new research order, the design files need to be tweaked for maximum efficiency
- Might want to replace "25" with "50" for some of the larger projects, otherwise the AI gets chugged down in a 30 year research project (especially neutrals who typically don't have many RPs)

(3) Default Colony Types
- I guess I didn't really see any point to modifying this file, since the true "calls" are made in the Planet_Types file. B/T/W did you modify the Planet_Types file, I thought you were talking about a revised one earlier. I modified this file specifically for the Darlok and it rocks (well, at least I was very happy to finally make it work the way I want it to!)

Hope this helps. You might want to consider incorporating these into an AI race and focusing on tweaking the other files I mentioned to form a complete AI package for oen race. That way, everyone can use this race, compare it to others and offer additional feedback

[This message has been edited by Tampa_Gamer (edited 18 January 2001).]

[This message has been edited by Tampa_Gamer (edited 18 January 2001).]
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