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October 22nd, 2002, 03:51 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: Space Empires IV: AI Races/Ship Sets
OK, I found some glaring mistakes in my Proportions AI
Here are updates (for use with Proportions 2.5):
Nostropholo - 1035294417.zip
Pequeninos -
1035294464.zip
Soul Hunters -
1035294505.zip
Some "standard" races use same AIs (for the lack of other), so here is update:
Cryslonite -
1035294586.zip
drushoka -
1035294617.zip
Piundon -
1035294650.zip
UkraTal -
1035294698.zip
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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October 25th, 2002, 06:13 PM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
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Re: Space Empires IV: AI Races/Ship Sets
Latest B5 (non-gold) AI. Added technomage (draft) and tweaked all AI_research files.
1035562311.zip
Fixed errors in Technomage and Shagtoth AI_Research files
1035737202.zip
[ October 27, 2002, 16:47: Message edited by: pathfinder ]
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October 27th, 2002, 09:50 PM
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Sergeant
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Join Date: Feb 2002
Location: Canada
Posts: 346
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Re: Space Empires IV: AI Races/Ship Sets
This is a Borg Mod I've been working on. Racial abilities, components, vehicle sizes, etc.
1035747855.zip
I also mistakenly included the data for space monsters as well. Oops.
See the ReadMe for more blah-blah.
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I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
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October 31st, 2002, 03:50 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
Posts: 464
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Re: Space Empires IV: AI Races/Ship Sets
Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UraTal and Borg Variant 1.78b.
EMP files
1036028688.zip
Borg files
1036028766.zip
Other (Modpack) races
1036028873.zip
In this update I have again focussed on the DesignCreation and Research files of my AI. I believe this Version to be v1.78 compatible (have played a couple of games without any problems - longest length 90 turns, in progress).
In my play tests with 19 Modpack races, I usually find 3 of my AI in the top 6, so they are pretty good at expanding and snotting other AI. All feedback is welcome!
DesignCreation.txt:
I have changed the weapon selection slightly. AI will now use engine overloading weapons as a secondary selection.
Colonisers now have Combat Sensors.
Research.txt:
The Research tree has been extensively modified in the later stage of the game to prioritise those tech's that an AI really needs to be robust (eg: large spaceyards and stellar manipulation have been advanced whilst some less useful tech's have been pushed back).
Components.txt
The Family Group number of Borg Null Space Projectors has been given a new designation - different from that of regular Null Space Projectors.
Regards
God Emperor
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October 31st, 2002, 11:36 PM
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Corporal
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Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
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Re: Space Empires IV: AI Races/Ship Sets
To all EEE ships!
Return to your bases immediately. We have attained critical information about strategic combat tactics.
Until further notice shore leave is cancelled.
sgd. Leyan
(First Secretary)
Institute of Strategic Studies
EDIT:
To all crews!
Sorry to inform that there will be further delays. We have to run different test series with stellar manipulation techs.
sgd. Lajet
(First Secretary)
Ministry of Technology
EDIT 2:
To all crews!
Thanks for your patience. We encountered several unexpected problems responsible for the recent delays. But we have finally succeeded, as you may take from the attached data files:
1041164415.zip
Please report any flaws you may find, possible improvements to your superiors or directly to the Council of Elders.
sgd.
Lihun
(General Secretary)
EEE Consortium
EDIT 3:
We now are part of a greater whole. If you want to visit us check out the TDM-Modpack v3.30.
[ February 06, 2003, 09:05: Message edited by: Rexxx ]
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homo homini lupus est
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November 1st, 2002, 02:37 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
Posts: 464
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Re: Space Empires IV: AI Races/Ship Sets
Groan....
Yes, a bug has been found (thanks to Capnq!).
Attached are revised AI_DesignCreation files...
1036111035.zip
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November 2nd, 2002, 02:58 AM
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Major
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Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
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Re: Space Empires IV: AI Races/Ship Sets
Here are some Avatars;
1036155032.gif
1036155152.GIF
1036155239.GIF
1036155328.gif
I will u/l other stuff here, once a week. Do hope you enjoy, or are atleast amused by them!
That top GIF is junk. SORRY, should have checked it out. Here is the replacement for it:
1036183489.gif
mlmbd
[ November 01, 2002, 20:48: Message edited by: mlmbd ]
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November 9th, 2002, 02:01 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
Posts: 464
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Re: Space Empires IV: AI Races/Ship Sets
@hickmanj
The various race files each need to be put into a race folder under the Pictures/Races/ subdirectory.
eg SpaceEmpiresIV_Gold/Pictures/Races/Shadows
(in the above example, stick all of your Shadows files into a new Shadows sub-directory.
Attached is a revised AI_General.txt file for the Shadows which fixes a typo affecting the random 2000 pt race selection.
1036800069.TXT
Regards,
GE
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November 13th, 2002, 01:20 AM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
Posts: 921
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Re: Space Empires IV: AI Races/Ship Sets
This is Version 3.0 of the Rage Collective. Please post any comments or suggestions in the SEIV discussion forum. Thanks!
1037251673.zip
Edit for corrected link. Somehow I previously uploaded the wrong Zip file.
[ November 14, 2002, 05:29: Message edited by: Alpha Kodiak ]
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Ursoids of the Galaxy, unite!
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