.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEIV

Reply
 
Thread Tools Display Modes
  #281  
Old November 8th, 2004, 03:07 PM
Aiken's Avatar

Aiken Aiken is offline
Major
 
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
Aiken is on a distinguished road
Default Re: The Star Trek Mod - Final Update

Quote:
mottlee said:
...vULCANS ...w/AI on Error in advance energy weapons?
Vaadwaur too. So there are 3 races with incorrect AI_Research files: Borg, Vaadwaur and Vulcan.

About ships lacking warp cores - AT, it'd better to move Extra Movement Generation call (responsible for warp cores) from Misc Ability lines to Must Have Ability lines, ie
Code:
Num Must Have At Least 1 Ability                := 2
Must Have Ability 1 := Weapon
Must Have Ability 2 := Extra Movement Generation


edit: small fix
Reply With Quote
  #282  
Old November 8th, 2004, 03:20 PM
mottlee's Avatar

mottlee mottlee is offline
Colonel
 
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
mottlee is on a distinguished road
Default Re: The Star Trek Mod - Final Update

DANG Cap Lock!
__________________
Kill em all let God sort em out
Reply With Quote
  #283  
Old November 8th, 2004, 10:43 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: The Star Trek Mod - Final Update

Thanks guys, will check this out now.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #284  
Old November 8th, 2004, 10:44 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: The Star Trek Mod - Final Update

As far as I can tell, there is no Advanced Energy Weapons tags in any races Research files.


I may have fixed this in 1.8.9 though. You both should have the latest "correct" link to this. Its an Rar file so if you do not have winR, let me know and I will zip it up for you.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #285  
Old November 8th, 2004, 10:48 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: The Star Trek Mod - Final Update

Quote:
aiken said:
Quote:
mottlee said:
...vULCANS ...w/AI on Error in advance energy weapons?
Vaadwaur too. So there are 3 races with incorrect AI_Research files: Borg, Vaadwaur and Vulcan.

About ships lacking warp cores - AT, it'd better to move Extra Movement Generation call (responsible for warp cores) from Misc Ability lines to Must Have Ability lines, ie
Code:
Num Must Have At Least 1 Ability                := 2
Must Have Ability 1 := Weapon
Must Have Ability 2 := Extra Movement Generation


edit: small fix
I will try this. Do you think it will work? In most cases all designs are doing as they are told. I will double check all races again.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #286  
Old November 9th, 2004, 12:02 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: The Star Trek Mod - Final Update

I started up a quick game with the 10 major races, using the design ministers for each one to see how the AI is designing ships.

Some observations:

Illegal amounts of scattering armor is being added to all ships. I'd recommend giving each "class" of armor a specific AI tag. That way you can call for an exact type of armor rather than just by ability. i.e. light armor vs heavy armor etc.

The AI designs are messy. I'd try to get some sort of order in the design files (i.e. propulsion components together, weapons together etc) to clean them up.

There are major supply issues as tech increases. First of all, the warp core should not eat up supplies, as of now it eats 80 supplies for each move point! Ships at max tech use all their supply on the first turn. You're looking at about 400 points of supply per turn for nacelle movement, so the warp core should supply about 4000 at max tech, with two bussard ramscoops recovering about half of what nacelles use, i.e. 100 each per star.

The Klingons could use a better name file. I'm sure some RPGing Trekkie has a list of Klingon names on the web...
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #287  
Old November 9th, 2004, 12:07 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: The Star Trek Mod - Final Update

Woops.

Another major thing is that the target rolls are far too low. Ships at point blank range are missing each other like crazy.

My recommendations... make lots of levels of combat sensors and ECM with small steps of 5/6% to a max of 50-60%. You may also want to chage "Combat To Hit Modifier Per Square Distance := 10" to 5.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #288  
Old November 9th, 2004, 02:23 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: The Star Trek Mod - Final Update

Slight clarification. Warp Core X should probably be 3000 or so supplies, while the most advanced reactor could be 4000 or so.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #289  
Old November 9th, 2004, 02:25 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: The Star Trek Mod - Final Update

The Design Names Anthology has a Klingon names file with 265 names in it.

Quote:
The AI designs are messy. I'd try to get some sort of order in the design files (i.e. propulsion components together, weapons together etc) to clean them up.
The AI makes messy ship designs. There is not too much that can be done about it...
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #290  
Old November 9th, 2004, 02:27 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: The Star Trek Mod - Final Update

The AI does make messy designs, but I'm fairly certain by adjusting the order in the design file you can help clear it up a bit.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:02 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.