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  #111  
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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  #112  
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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  #113  
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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  #114  
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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  #115  
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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  #116  
Old March 3rd, 2008, 03:27 PM
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Default Re: Star Wars Mod

Great AT. Am downloading it right now, am eager to take a look...............
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  #117  
Old March 3rd, 2008, 04:00 PM
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Default Re: Star Wars Mod

Hi,

Hey, it looks great and promissing.
BUT

I found some errors :

- Fighters design : No scaling/mounting for small turbo laser and fighter shield generator (and probably more weapons at higher tech levels !!)

No Large Pictures :

Troops : Snowtrooper, commander, Tie Mauler, AT-SG Protector, Stormtrooper individual.

Components : Boarding troops, Shield generator, Primary reactor, Hyperdrive Engine.


This is it sofar, Please keep up the good work. And let me know if you need some help..

Intimidator,
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  #118  
Old March 4th, 2008, 03:34 PM
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Default Re: Star Wars Mod

You need to update your version of the image mod to the latest packs. Those images were added a few months ago. After installing the updated image packs, reinstall the images from the mod.
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  #119  
Old March 6th, 2008, 02:36 PM
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Default Re: Star Wars Mod

Okay,
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  #120  
Old March 6th, 2008, 06:43 PM
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Default Re: Star Wars Mod

Damn - I found a few things to tell you about, but Intimidator beat me to the punch
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