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April 25th, 2001, 10:43 PM
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Sergeant
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Join Date: Dec 2000
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
God Emperor:
I will focus on two of the files that will hopefully provide some tips.
1.First File
================================================== =====================================
AI DATA FILE - Settings
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================================================== =====================================
*BEGIN*
================================================== =====================================
Max Ship Size Tonnage From Start 1 Amount:= 0
Max Ship Size Tonnage From Start 1 Num Turns:= 0
Max Ship Size Tonnage From Start 2 Amount:= 0
Max Ship Size Tonnage From Start 2 Num Turns:= 0
Max Ship Size Tonnage From Start 3 Amount:= 0
Max Ship Size Tonnage From Start 3 Num Turns:= 0
Turns to Wait until next attack:= 2
Maximum Maintenance Percent of Revenue:= 99
Maximum Research Point Generation:= 250000
Maximum Intelligence Point Generation:= 150000
Maximum Systems to Defend at a Time:= 5
Get Angry Over Allied Colonizable Planets:=True
Get Angry Over Enemy Colonizable Planets:= True
Percentage of Allied Planets to consider as Attack Locations for Anger:= 40
Percentage of Enemy Planets to consider as Attack Locations for Anger:= 80
Personality Group:= 2
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*END*
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In this first file, I only see two things that could make your race description a little more accurate. In the ai_genral.txt file you stated that they are very cunning and aggressive, and have gone far in technology. I would then think that increasing Maximum Research Point Generation := 400000 thus giving them a clear technological research advantage. The second thing I would do is change the Maximum Intelligence Point Generation to about 500,000. These are just estimates and you can adjust as necessary, but with the current defaults left in, the romulans really won't be that cunning or have a technological advantage as stated in the ai_general file.
2.The second file
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AI ANGER DATA FILE - Default
Per Attack Location:= 2
Per No Treaty Ship:= 1
Per Ally Ship:= 0
Per Enemy Ship:= 0
Minimum Anger:= 20
Regular Decrease:= -2
Mega Evil Empire:= 50
Combat Attacking Won:= 5
Combat Attacking Lost:= 15
Combat Attacking Stalemate:= 0
Combat Defending Won:= 5
Combat Defending Lost:= 15
Combat Defending Stalemate:= 0
Intelligence Against Us:= 5
Receive General Message:= 0
Receive Propose Treaty:= 0
Receive Accept Treaty:= -3
Receive Refuse Treaty:= 20
Receive Offer Counter Treaty Proposal:= 0
Receive Break Treaty:= 10
Receive Declare War:= 20
Receive Propose Trade:= 0
Receive Accept Trade:= 0
Receive Refuse Trade:= 5
Receive Offer Counter Trade Proposal:= 0
Receive Give Gift:= -3
Receive Accept Gift:= 0
Receive Refuse Gift:= 5
Receive Offer Tribute:= -3
Receive Accept Tribute:= 0
Receive Refuse Tribute:= 5
Receive Want a gift:= 10
Receive Want a tribute:= 10
Receive Demand your surrender:= 30
Receive Remove your ships from system:= 5
Receive Remove your colonies from system:= 5
Receive Leave planet:= 5
Receive Stop hostile actions against empire:= 5
Receive Break treaty with empire:= 5
Receive Declare war on empire:= 0
Receive Make peace with empire:= 0
Receive Support us against another empire:= 0
Receive Attack empire in system:= 0
Receive Attack planet:= 0
Receive Stop espionage activities:= 0
Receive Stop sabotage activities:= 0
Receive Stop attacks in system:= 0
Receive Surrender:= 10
Receive Grant independence to colony:= -5
Receive Demand / Request / Warn:= 0
Receive Accept Demand/Request:= -5
Receive Refuse Demand/Request:= 5
================================================== =====================================
*END*
=============================================
Now if you haven't seen it yet, there is a big connection between this file and the one posted above. The very first line is Per Attack Location:= 2. This means that per attack location, it will add two points of anger to the anger total. Now that might not seem like a lot, but look at the settings.txt file at the bottom. It says this: Get Angry Over Enemy Colonizable Planets:= True
Percentage of Allied Planets to consider as Attack Locations for Anger:= 40
Percentage of Enemy Planets to consider as Attack Locations for Anger:= 80
Now because of this choice you made in the settings.txt file, you race will be at war with everyone no matter what for most of the game. Here is an example, if an ally has 100 planets and an enemy has 100 planets, the anger being added to your score is 80 points and 160 points respectively. 80 points by itself added to the total of romulan race anger total, will guarantee that it will hate your ally, and that person will not be an ally for very long, thus causing the inbalance of diplomacy in this game. Adding 160 points to your total will make sure that enemy will stay hated for a very long time, most likely for the rest of the game.
Now with the rest of this file, just go through each statement and ask yourself if you were the Romulan empire how angry would you get if someone told you to leave a planet of yours, or a whole star system or told you to surrender. Now remember most default races will have a maximum of 50 to 60 anger points before they declare war. I'm not saying this is right, but each statement in the anger file should have a value to it besides zero. This is just a start, if you like what you see and understand what I'm talking about I will post something more about anger files and about the political file as well. I just also wanted to thank you for your effort and time you've must of put into adding races to this game, and hope you contribute more to the community.
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April 27th, 2001, 09:16 AM
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Private
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Join Date: Oct 2000
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Hi,
Downloaded new mod pack but keep getting error Messages when i start a game turn. Which one should i have downloaded with new patch the TWo file one or the one off file( i downlaoded the two file program). HAs unzipped first then placed second into it is this correct??????
Keep up the excellant work, have had thsi game since Oct.Nov Last year and still cant get enough of it!!!!
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April 27th, 2001, 09:41 PM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Cool- you need to download and install both files (1of2 & 2of2) #1 contains all of the text files, .emp files, etc. (the guts), #2 contains all of the ship sets. Since the ship sets do not typically change (unless we add a new race), we thought this would make it easier on people.
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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April 30th, 2001, 08:21 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
I think this is just a typo on your part, but....
I'm running TDM Modpack 1.71, SE4 v1.35, and a couple of single race AI mods (to the phong and the cua cappa, to be precise).
Under quickstart, I scrolled down to page w/Klingons on it. before the graphics for the races on that page pop up, I get an error that says:
quote:
Unknown value "Agressiveness" for Race Opt. 1
Characteristic 2 type in record "Klingon"
Unknown value "Agressiveness" for Race Opt. 2
Characteristic 3 type in record "Klingon"
Unknown value "Agressiveness" for Race Opt. 3
Characteristic 2 type in record "Klingon"
"Aggressiveness" is spelled with 2 g's, I believe.
I hope this is helpful (and not hard to fix!)
Oh, and thanx for the great mod! If this is the worst complaint you've gotten, then you should be pretty proud of yourselves.
[This message has been edited by dumbluck (edited 30 April 2001).]
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May 1st, 2001, 02:08 PM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
FYI - We just posted a minor patch that will update your AI files from Version 1.71 to 1.72. When you unzip the patch, just choose the "Use Folders" option and "Overwrite" options in your extraction program. If you choose your SE4 directory, it should unpack to the "TDM-ModPack" subdirectory and update the proper files accordingly. Have fun!
Here is the link in the downloads section:
http://www.shrapnelgames.com/ubb/For...ML/000017.html
-The TDM-ModPack Team
[This message has been edited by Tampa_Gamer (edited 01 May 2001).]
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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May 1st, 2001, 02:53 PM
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Corporal
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Join Date: Jan 2001
Location: Newport News, VA
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
I noticed problems with a couple of the ModPack races. Last night, I checked in on the Toron, and they were building mines, 20 at a time, on colonies without any storage available to keep them. In previous games, I have observed the Narn building lots of weapons platforms without sufficient storage to place them (480 kT total, 400 kT already used) and, similarly, building satellites 11 at a time with only storage available for one or two.
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May 1st, 2001, 08:37 PM
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Corporal
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Join Date: Jan 2001
Location: england
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
S.E.4 1.35
ModPack 1.72
Here's a save file for you. All of the 'added' races have Retrofit problems but not the original race in the game. Also the Alliance race i am using from turn 15 to turn 75 had a L.O.Resources (mineral), then up until the save date have L.O.Resources (radioactive). I guess due to the the inability to create facilities because of the mineral shortage, the radioactive side of it had to come up short eventually. I can't remember if MM had sorted out the retrofit prob, if not then this is a continuation of it. Nice ModPack though, Kudo's to all involved.
regards tic
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