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  #1931  
Old March 3rd, 2004, 01:34 PM
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Default Re: STM "Final v1.7.5" Discussion

I believe you can correct the problem of the AI placing 3 arrays on a ship, by calling for just one of the abilities on the component not each of the 3 - or alternatively, call for none of the abilities and use an AI tag on it.

Edit:

However, since I believe the sensor array requires both sensors and combat support techs, I could see a minor problem if the AI researchs one of them some time before the other, that it may not design ships with offense/defense abilities depending on the ability that is called for in the design creation file. Although this can be solved by telling the Federation research file to research sensors first, and only using the "combat to hit offense plus" ability in the design creation file. Therefore, the AI would use combat sensors when they are researched, and then as soon as combat support is researched the Sensor Array becomes available and the AI will use that component instead because of its slightly better attack rating. Of course, this is just a theory.

[ March 03, 2004, 11:42: Message edited by: Captain Kwok ]
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  #1932  
Old March 3rd, 2004, 01:44 PM
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Default Re: STM "Final v1.7.5" Discussion

AI tags should work great with the Captain concept. I believe the AI doesn't care for them usually, because there bonuses aren't as good as dedicated components. Of course this is perfectly reasonable, as Captains were intended as "bonus" type components.
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  #1933  
Old March 3rd, 2004, 06:18 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
I do want to add space monsters. I need to understand the basic's. I can pirate the concept from D mod, however I need his permission. Second, I need to understand how they function and how to "hide" there planet. This may mean that I will have to add a planet cloak ability.
Nope. You do not want to use that ability. You want to use the sector - sight obscuration ability. If the planet is cloaked with an actual cloaking facility, it will be unable to build ships. Just go through Devnull mod and copy everything over from each file that requires Monster techs. The stuff should be at the end of every file. I have 0 doubt that Rollo will give you permission to use the monsters. Just email him.
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  #1934  
Old March 3rd, 2004, 06:36 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
In an even playing field with settings set to medium and each race using its 5k EMP file, they will ALL expand well and be very difficult to beat. I do not use cheats and I recommend that you do the same.


As for the mine issues, that is an issue with SEIV not the mod.
Atrocities,

Please expand on recommending the galaxy size and type (and other settings)for the best game against the AI, insofar as you know.

I tend to play with the +5K files, Tech expensive and AI set to hard with no advantages set. I also eschew the use of Intelligence for other than defensive purposes. I am not sure I even know any "cheats".
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  #1935  
Old March 3rd, 2004, 06:52 PM
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Default Re: STM "Final v1.7.5" Discussion

Well the moment of truth is upon me.

I have added monster AI, Support Data, ships, and settings.

I have also added new events to the event file and new event images.

In addition, I am testing some data by TNZ contributed to the mod.

Wish me luck.
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  #1936  
Old March 3rd, 2004, 06:57 PM
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Default Re: STM "Final v1.7.5" Discussion

Did you get all techs, facilities, components, trait, intel projects, vehicles? I believe those are all of the files that have necessary items. Do not forget their intel project!
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  #1937  
Old March 3rd, 2004, 07:10 PM
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Default Re: STM "Final v1.7.5" Discussion

Well I discovered something that the BETA testers for SEIV should have discovered and had fixed in the Last patch.

Ok now that we do not need to have standard classification in our ship sets, (before if you did not have them the random ship display during race set up would error you out) I set up the Monsters to use custom ship names.

When I start to set up the monsters, I get to them on the race selection menu and ERROR. No battleCruiser image. Oh for the of GOD people! This is one that SHOULD have been cought and changed!

Ok, to get around this, be sure to have at least one battlecruiser portrait image in all your race folders.
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  #1938  
Old March 3rd, 2004, 07:10 PM
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Default Re: STM "Final v1.7.5" Discussion

More Monster ideas:

V'Ger - vast living machine prope, formerly of Earth, trying to learn all that is learnable. (Huge subverter weapons + planetary bombs)

Whale Probe - Huge probe whose energy signal disables all power sources and disrupts planetary climates (engine & weapon killing + climate killing)

Nomad - A relatively small malfunctioning probe, also formerly of Earth, that seeks out new life and new civilizations and "sterilizes" them. (big time energy weapon)

Space Amoeba - Giant living space blob that eats starships for breakfast

Lazarus Ship - Time traveller from the future engaged in a battle with his antimatter counterpart. Steals dilithium (kills engines)

Maverick Planetoid - A huge planet sized ship is malfunctioning and crashes into planets (massive planet damaging warhead)

Rogue Prison Ship - A La SS Botany Bay. Carries frozen criminals who just want to steal a ship and live normal happy lives. Slow, but carries boarding parties.

Antimatter Cloud - Living antimatter cloud devours planets for breakfast

[ March 04, 2004, 22:40: Message edited by: Urendi Maleldil ]
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  #1939  
Old March 3rd, 2004, 07:53 PM
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Default Re: STM "Final v1.7.5" Discussion

Ok, my first test failed horribly.

I went through and borrowed the monsters vehicle enteries and will try them now.

The monster made no ships in 100 turns, so I did something wrong.
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  #1940  
Old March 3rd, 2004, 08:09 PM
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Default Re: STM "Final v1.7.5" Discussion

Sadly I can not get the monsters to design or build ships namely because there is no option for them to design ships in the design window.

Base
Weapons Platform
Satellite

Is all they have. I must be missing something.....
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