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June 9th, 2007, 04:56 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: The Star Trek Mod - New Version Available
It would seem that since I set up remote mining components to use crew quarters that after remote mining is researched the AI switches its preference to wanting to use the crew component ability used by remote mining components. Since those components are 100kt the AI wasn't able to add them to the designs.
Now how do I make regular crew quarter components more valuable to the AI than the remote mining one?
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 9th, 2007, 07:46 AM
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Sergeant
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Re: The Star Trek Mod - New Version Available
and why do remote miners NEED crew quarter components ?????
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June 9th, 2007, 08:54 AM
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Shrapnel Fanatic
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Re: The Star Trek Mod - New Version Available
They needed them in order to prevent people from using the hulls, which they could get pretty quickly, from cheating. The Resource Ships had a requirement for 16 and 26 crew quarters but the crew quarter component could only be added 10 times to any design. Therefore I added it to the remote mining components thus forcing players to add at least 6 to 16 remote mining components to the two hull sizes (1005kt and 2305kt).
However I went ahead and revamped this system. I removed the crew quarter ability from remote mining components and made the Resource Ships (now called Remote Mining Ship I / II) worthless as far as weapons platforms go. I gave them a -500% to hit bonus and -500% to defense bonus. This makes them very easy targets that even though heavily armed cannot hit the broad side of a barn.
Problem solved, I hope.
I am still working on version 1.9.7, but here is what I have done so for. (STM)
Quote:
Star Trek Mod v1.9.7
Star Trek Mod v1.9.7
1. Changed Revamped the entire Intel System.
2. Added Counter Intelligence I - V to Tech Area
3. Changed Added Counter Intelligence to Research file
4. Fixed AI will now add crew quarters to designs
5. Changed All resource ships now have a -500% Combat To Hit Defense Plus
6. Changed All resource ships now only require 10 crew components
7. Changed Removed ability Crew Quarter from all Remote Mining components
8. Added Remote Mining Ships to the Tech Area file
9. Changed All resource mining ships now require Mining Ship Tech level 1 or 2.
10 Changed Tonnage for all Large Resource Ships from 2305 to 2005
11. Changed Remote Mining Mount (Ship) Vehicle Size Min/Max to 2005. *Large Resource Ship*
12. Changed Remote Mining Mount's Tech Area Req to Remote Mining Ships (Lv 1 or 2)
13. Removed Extra Remote Mining ship for 8472
14. Changed Roman Numeral from 1 to 0 on all Crew Quarter components
15. Added -500% Combat To Hit Offense Plus to all Resource Ships
16. Added -500% Combat To Hit Defense Plus to Resupply Ship
17. Fixed Masking problem with Romulan Main_Bmp
18. Added New Main_Bmp, Racial images, and Emblem to Caspian
19. Changed Description on all Resource Ships removing notice for need of additional crew quarters
20. Added Description on all Resource Ships: "Worthless as an offensive weapons platform. - 500% to Combat To Hit Offensive Plus."
21. Changed Name of Resource Ship to Remote Mining Ship
22. Changed Name of Large Resource Ship to Remote Mining Ship II
23. Updated STM Basic Tech Tree Document
24. Changed Tech Requirement of Advanced Torpedo Weapons from Torpedo Weapons 5 to Torpedo Weapons 10
25. Changed Removed Resource Ship (AI) from VehicleSize file (AI was using it for illegal designs)
Star Trek Mod v1.9.6.4
1. Changed Removed Espionage from all Research Files.
2. Changed Removed un-needed misspelled "battlecruser" image from Gorn file.
3. Changed The AI Research file
4. Changed The AI Design Creation file
5. Changed Reworked the AI_DesignCreation file
6. Changed Modified the AI_Construction_Facilities file
7. Changed Modified the AI_Construction_Units file
8. Changed Re-organized the Racial Armor components
9. Changed Applied Intel now starts at level 1
10. Changed Beam Weapon I - V is now very long range but not very powerful
11. Changed Lowered technology cost for many Technologies
12. Changed Increased Standard Movement for all Warp Nacelle I - V components by 1 each
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__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 9th, 2007, 09:04 AM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
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Re: The Star Trek Mod - New Version Available
looks good so far
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June 9th, 2007, 07:21 PM
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Shrapnel Fanatic
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Re: The Star Trek Mod - New Version Available
Quote:
Atrocities said:
Now how do I make regular crew quarter components more valuable to the AI than the remote mining one?
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See the answer I posted on SEnet:
http://www.spaceempires.net/home/ftopict-2692-.html
You can re-implement your system and get the AI to use normal CQ without much trouble at all. An important thing to consider is that the AI cannot use remote mining in any intelligent fashion, so there is no point in having them design such ships. The restriction is only relevant for human designers anyways.
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June 9th, 2007, 09:17 PM
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Shrapnel Fanatic
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Re: The Star Trek Mod - New Version Available
Thank you Fyron.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 11th, 2007, 03:26 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: The Star Trek Mod - New Version Available
Well I have the Klingon adding armor to their designs now. I had to give them their own special armor. Once they had that, they were hooked.
Now I am off to work on the AI Neutral fleet issues. I hope I can figure out what is going wrong there.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 12th, 2007, 09:06 AM
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Private
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Re: The Star Trek Mod - New Version Available
Just passed by this forum as I was looking for more info on that Lost Empire game Kolis mentioned. Looks interesting - a bit like a good old school MOO2-like game with funny races and all, with a good story which I have missed since MOO2 came out. Any of you guys know anything about the Lost Empire-game? I only know whats on the site - havent been able to find out anything else.
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June 12th, 2007, 11:08 AM
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Sergeant
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Join Date: Oct 2006
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Re: The Star Trek Mod - New Version Available
Quote:
Guderian21 said:
Just passed by this forum as I was looking for more info on that Lost Empire game Kolis mentioned. Looks interesting - a bit like a good old school MOO2-like game with funny races and all, with a good story which I have missed since MOO2 came out. Any of you guys know anything about the Lost Empire-game? I only know whats on the site - havent been able to find out anything else.
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what you see is what we know about it as well
it looks like a fun game and i hope it's not like Moo3
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June 12th, 2007, 11:10 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: The Star Trek Mod - New Version Available
My 200 turn test game went well. The AI is designing good ships, researching well, and expanding evenly. STM is certainly not a game one would play if one is expecting a 100 to 200 turn game. This mod is more along the lines of 1,000 to 2,000 turns per game.
Any who I noticed a few things that the AI doesn't research right off and I am going to put in some missing tech and re-order the research file a bit. I think the AI should be researching other colony types sooner in the game.
Research is a hit miss thing. You can put all the important stuff ahead of everything else but you soon discover there is no such thing as unimportant technology.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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