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  #21  
Old August 23rd, 2001, 08:06 PM
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Default Re: Most bang-for-the-buck hard code changes

Lerchey, Your point is well taken, I just feel that there should be some weapon you could put on wp's and make it harder for ships to glaze away especially in hotseat games. with sats you could send in swarms of ftrs or smaller ships to take out the sats while your missles go after the planet, therefore you could nollify the pd's on the sats at cheap cost. It should be harder to take out a planet then it now is especially later in the game with higher tech. The tiny, small and some medium planets just don't have capacity for numerous wp's therefore the ones they do have should cost any invading fleet something before its parking lot time. Oh well, I apoligize for getting off topic and rambling on, I guess I'm shell shocked since the hotseat game I'm playing and seeing good planets go down the tubes with little return

just some ideas mac
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  #22  
Old August 24th, 2001, 12:00 AM

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Default Re: Most bang-for-the-buck hard code changes

For me, I would like the AI and ministers to actually avoid entering the Black Hole systems whenever it encounters them.

At present it ruins the game somewhat for me as I have to edit the map to change the black hole systems to nubulas and of course it takes away the fun of exploring the galaxy.

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  #23  
Old August 24th, 2001, 12:56 AM
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Default Re: Most bang-for-the-buck hard code changes

shonae,
I have a quick solution for you. Replace the current QuadrantTypes.txt file in your data folder of SEIV or the mod you are using with the one I posted (make sure you have a backup of the old file).
Have fun exploring a black hole free mid-life galaxy .

Rollo

PS: Sorry for getting off topic. I'll post my ideas later.
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  #24  
Old August 24th, 2001, 01:00 AM

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Default Re: Most bang-for-the-buck hard code changes

1. Fix Intelligence - perhaps make it like SE3, get rid of the current projects format. Include detailed descriptions of what happened as a result of friendly or enemy intel operations - (like stolen resources- How Much was lost/gained?, movement loss etc).

2. Starting Tech selection like SE3

3. Make the AI use all possible abilities in the game, for instance ;troops. At the same time change the AI so that it can adapt to situations as the game progresses.
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  #25  
Old August 24th, 2001, 01:06 AM

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Default Re: Most bang-for-the-buck hard code changes

My three biggies would be:

1) Inclusion of a file detailing what determines the AI's state, and how the ministers are effected by the state that the AI is in, so that the AI's can be modified to take advantage of the AI state they are in.

2) Ability to call out either a Design Type or a Design name in the Construct vehicle file.

3) Inclusion of AI data files for change of state requirements, minister athorities and precidents, and fleet formation additions (such as maintaining formation based on leader positions, facings, map edges, enemy ships; and use of different formations and strategies based on varios conditions of the enemy fleet abilities).
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  #26  
Old August 24th, 2001, 01:18 AM
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Default Re: Most bang-for-the-buck hard code changes

Although it will echo what others have already said, and what has been sent repeatedly to MM. . .

(1) Ability to call ships/units based on design name instead of design type in Construction file. This will not effect that current AI since their design names already = their design types.

(2) A field in which we can designate a ship as eligible for the AI to add it to a defense fleet, attack fleet or either.

(3) Allow negative/positive anger adjustment in the Anger file based on race name. This will allow historical enemies and allies.
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  #27  
Old August 24th, 2001, 01:20 AM

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Default Re: Most bang-for-the-buck hard code changes

Make HUGH improvement on the AI! The current Artificial Idiot is very inadequate and gets me really mad at times, especially in strategic combat. Most of the time I don't even think it is fighting on my side!
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  #28  
Old August 24th, 2001, 01:45 AM
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Default Re: Most bang-for-the-buck hard code changes

1. The ability to set starting points when setting up the game.

2. The ability to set different tech levels for each player at start up.

3. Positive random events.

4. Larger than 255 system limit. (500+)

5. Use a star feild instead of the grid. Represent each system by the color of its star.

6. Add component that allows a ship to travel to different systems without the use of warp points. (make very very expensive)

7. The ability to set the EXACT amount of minors / random empires to be used in a game.

8. Increase the level of minors that can be used in a game from 6 to 12.



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  #29  
Old August 24th, 2001, 01:49 AM
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Default Re: Most bang-for-the-buck hard code changes

Just a few from things from the top of my head. I have no idea how hard they would be to do.

1. "Beware of strange warp points!" Considering how often the AI uses that phrase it really should know better. An AI starting next to a black hole is likely never to get its foot of the ground.

2. If the AI captures ships, they should be analysed for better tech. Or scrapped, because they are outdated.

3. The AI should make better use of sats and weapon platforms. Replace old Wps with new ones, distribute them better among planets and also put sats on warp points.

Rollo

PS: I have seen some people request that they want the AI to use troops. Check out the Aquilaeian, the Orks and the Vikings. All three use troops and capture planets.
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  #30  
Old August 24th, 2001, 04:09 AM

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Default Re: Most bang-for-the-buck hard code changes

quote:
Originally posted by Rollo:
2. If the AI captures ships, they should be analysed for better tech. Or scrapped, because they are outdated.


Scrapped? Never EVER scrap a captured ship, at least I think you shouldn't. Why not refit it? Saves you money and time to build a new ship.
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