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February 22nd, 2006, 01:24 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
Thanks for feedback, all.
@parabolize: the AI is actually doing a good job using all kinds of different components and facilities (well, the updated ones anyway). Using different kinds of armor isn't very hard to do, like you said, you just have use the correct abilities. Most races use 3 or 4 (sometimes up to 5) kinds of armor. The Xiati, for example, use steath, scatter, emissive, normal and ablative armor, and later also the hardenered shield generators (which replace the normal armor and/or ablative armor).
Mineral Scanners etc are also built, but I agree it is a rare thing and doesn't happen until the late game. I usually have high levels of resource extraction very far down the research list. And then the AI has to find a suitable planet, too. But it's a good idea, I will add that to my notes to make an AI that focusses more on resources and less on military and see how that turns out.
Cargo facilities are kind of wasted slots IMO. There is very little a modder can do to actually build units where the actual cargo space is available. Overall the locations for AI contruction is pretty erratic. Besides, domed worlds have had their cargo space doubled (in version 1.60 or 1.70) to mitigate some of the AI (and perhaps player) cargo woes.
Giving the AI tech that humans cannot have (AI only tech) is a big no-no for me. Besides from cluttering up the racial traits, I just don't like the AI to cheat (well, besides the AI bonus to make up for general AI inefficiency). But I agree that Sensors and ECM can be a problem, if you look at the stuff that is being done right now, you will see that I am tweaking a lot with to-hit chances.
@CaptainKwok: All training facilities (for humans and AI) are system wide in DevnullMod Gold. Again, I am not going to give the AI any tech that humans cannot get.
oh, and to prove that I am indeed making progress. Here is some more news:
* Battle Cruisers get a +10% to hit
* removed level 4 for Base Construction and lowered the requirements to get the Barge hull
* made large fighters a bit harder to hit
* added +1 innate combat movement to interceptor (medium fighter)
* added Afterburners IV component
* added Broadsides Mount for ships 600+
* raised damage for Depleted Uranium Cannon, but gave it 1/2 damage to shields
* added maintenance reduction to Barge
* reduced the minus to-hit for DN mount from -20 to -10 (for now)
and finally... duh!!! This is so obvious and mitigates such a great AI woe.. I cannot believe I didn't think of this years ago:
* added +15% Defense Bonus to Cloaking Device and gave it the same family number as Steath Armor to prevent stacking
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February 23rd, 2006, 12:56 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
well, well... making good progress. Not so much work done on the the data files, but giving the Xiati AI some last tweaks before release. Also here is a little thing:
* added two little batch files to install FQM-Quadrants and Classic_Quadrants back and forth
Think of this as a quick and dirty version of the mod picker, which lets you choose which types of quadrants you prefer. Now both the FQM and the Classic crowd can be happy =).
Also speaking of release earlier... I think I am pretty close to be able to relase this version, but before I do here is some questions. I do this because there are a lot of ideas floating around right now, that will most likely make games from this version 1.80 imcompatibel (again). But I am willing to relase this soon-ish, even if not totally balanced in some cases and still in work, if there is interest and people want to playtest.
Question 1: Which AI would you like to see next?
a) Fighter and Missile heavy AI (Terrans, Jraenar, etc)
b) Crystalline AI (Phong et al.)
Question 2: I have read some reports about weak AI in some cases. Well, actually the AI is pretty good (by my standards). It's just that not all of the races have had updates, yet (list of up-to-date and good AI are at the bottom of this post). And if people start games with random races, they are likely to get some of them (all the updated races have .emp files, btw).
How would you prefer to handle these not-up-to-par races?
a) Temporarily delete them from the mod until they get updated.
b) Replace the AI files with copies from the updated races for now, even if that means the races lose some of their characteristic traits and weapon choices.
c) Leave them as they are. I don't mind a few punching bags.
Question 3: How soon would you like to see this new version released?
a) Give us the new stuff NOW! Even if it means I have to start a new game with the next version.
b) Nonono, stop breaking our old savegames now, if you are going to do it again with the next update. I'd rather wait longer to get a more polished version later.
Alrighty that's about it. Feel free to comment outside the provided choices. Oh, and question4: do you actually play Devnullmod Gold or are planning to do so? =)
PS: list of races which have been created or updated
by Rollo: Cue Cappa, Abbidon, Norak, Toltayan, Eee, Drushocka, Praetorian, UkraTal, XiChung, Space Vikings, United Flora, Sonne, Monsters.
by Geoschmo: Amonkrie and Fazrah
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February 23rd, 2006, 10:01 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: Devnull Mod Gold: updates and discussion
Quote:
* added two little batch files to install FQM-Quadrants and Classic_Quadrants back and forth
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Neat !
Quote:
Question 1: Which AI would you like to see next?
a) Fighter and Missile heavy AI (Terrans, Jraenar, etc)
b) Crystalline AI (Phong et al.)
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a) and b) with somewhat higher priority on a)
Quote:
Question 2: ...How would you prefer to handle these not-up-to-par races?
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c) Leave them as they are. I don't mind a few punching bags.
Quote:
Question 3: How soon would you like to see this new version released?
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I don't mind to start a new game, but I don't mind to wait for a polished version also.
Quote:
question4: do you actually play Devnullmod Gold or are planning to do so? =)
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Let me put it this way, I am always watching singleplayer mods with competitive but non-cheating AI. I am looking forward to start a new one with Devnullmod 1.80, certainly - but take your time, please.
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March 3rd, 2006, 02:59 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
Thanks for the feedback PTF. I'll be away for 10 days and after I get back I'll tie up some loose ends in the mod and release a new version.
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March 3rd, 2006, 09:44 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: Devnull Mod Gold: updates and discussion
Any interest in a proper PBW-games once the final V is released ?
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March 4th, 2006, 09:03 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
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Re: Devnull Mod Gold: updates and discussion
Any idea on a specific timetable for the new DevNull's release ?
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March 14th, 2006, 02:36 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
Quote:
Black_Knyght said:
Any idea on a specific timetable for the new DevNull's release ?
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nope, but I am back now.
If my little sideproject doesn't distract me too much, I should find the time to wrap up this version soon.
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March 23rd, 2006, 07:19 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
Just because someone wanted to know what the status of the update is and what has been done so far:
Version 1.80 (special thanks to David E. Gervais, dogscoff, Fyron)
23.03.2006: not released yet
* added more positions to Sonne formation
* new AI for temporal races: Xiati and Sallega
* updates to Cue Cappa/Abbidon AI
* raised retrofit Max Percent Difference to 70
* corrected typo in description of normal mounts
* corrected typo in description of massive ship mounts
* renamed 'Space Yard - Ship' to 'Mobile Space Yard' to avoid confusion with 'Space Yard - Base'
* Reactive Armor is only allowed on Ship\Base to prevent exploit with Weapon Platform PD mounts
* changed planets.bmp: new asteriods by David E. Gervais
* added new asteroid portraits (new pics by David E. Gervais)
* raised damage for Incinerator Beam and gave it +10/15/20 to-hit
* raised damage for Graviton Hellbore, gave double damage vs. shields, and +20% to hit
* raised tech cost for Graviton Hellbore to 10k
* added new picture for monster drone by dogscoff
* added Single Satellite Tube to make deployment of remote miners and spy sats easier in simultaneous games
* updated standard formations from the stock game
* added more positions to the custom formations (Hard Flanks, Dark Wing, Cube, etc)
* changed values for Massive Planetary Shield Generator (ruins tech)
* reduced cost for Emotionless trait
* reduced cost for Advanced Power Conservation trait
* reduced cost for Mechanoids trait
* added new ruins tech (ancient atmospheric processors)
* more tweaks to various formations
* Supply Storage is now allowed on drones, but not on satellites anymore
* Solar Collectors are now allowed on drones, but not on satellites anymore
* raised repair capability of higher level space yard facilities
* added new intro pic, thanks to David E. Gervais for teaching =)
* added new game buttons, by David E. Gervais (note: there is also a .../pictures/game/buttons/main_for_whimps.bmp for non-Viking themed buttons)
* added back new formations that were left out in version 1.71
* rolled back changes to SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt
* added Compact, Triple Threat, Column, Flank, Staggered Flank, Pincer and Pyramid formations from Strategies mod
* changed and smoothed population modifiers for worlds with more then 12000 (only effects constructed planets). A fully populated Sphereworld now gets 310% bonus.
* removed redundant master computer components from AI designs
* added temporal base space yard components (requires temporal tech and base tech, similar to the Space Yard - Base components)
* raised bonus for small sensors and ecm components
* changed vehiclesize.txt: large hulls are now easier to hit (for example battleships now get a -20% to defense)
* spinal mounts and heavy mounts now require a battleship hull or bigger
* Battle Cruisers and Heavy Destroyers get a +10% to hit
* removed level 4 for Base Construction and lowered the requirements to get the Barge hull
* tweaked offense and defense bonus for fighters
* added +1 innate combat movement to interceptor (medium fighter)
* added Afterburners IV component
* added Broadsides Mount for ships 600+
* raised damage for Depleted Uranium Cannon, but gave it 1/2 damage to shields
* added maintenance reduction to Barge
* reduced the minus to-hit for DN mount from -20 to -10 (for now)
* added +15% Defense Bonus to Cloaking Device and gave it the same family number as Steath Armor to prevent stacking (old Cloak family number was 26)
* added two little batch files to install FQM-Quadrants and Classic_Quadrants back and forth (thanks Fyron)
* added Massive Point Defense, Computer Virus, and Repulsor Beam as ruin techs
* added Applied Science Fiction Lore tech area that opens up once all massive weapon are found. The tech area gives infamous Sci-Fi Canon Cannon. In full tech games it is recommended to turn Applied Science Fiction Lore OFF.
* added proto-mineral scanners, eco-farms, and rad colliders, which function as placeholder and regular extraction facilities, but can be upgraded once the tech is available (good for AI and can reduce human micromanagement if the upgrade button is used), same for system scanners etc.
* removed some of the imbalances between Methane and other atmospheres, as well as Ice and Rock planet types
* updated /Data/FQM_systems with the FQM standard v1.23 files
* revised all weapon mounts
* lowered the minus to-hit per distance to 5 and the base to-hit chance to 85
* slightly reduced all defense bonuses for components. ECM is now 17/36/56, other components were balanced accordingly
* lowered size and structure for cloaking devices to 30kt, higher level cloaks increase the ECM bonus slighty compared to stealth armor.
* added Space Tugs vehicles and mounts to pull artificial stellar moon components into place
* removed System Fleet Training Facilities
* toned down bonus for System Ship Training Facilities, and the Psychic Training Facilities
* changed family (2051) and weapon number (53) for Psychic Stun Crystal (was sharing same with mental flailer before)
* added prototype facilities for research and intel as well
* tweaked all AI_construction_facilities queues to include modifying facilities sooner
* tweaked all AI_construction_facilities queues to include planet shields
* revised personality groups: AI that share many files and/or race techs are now grouped together, non-updated AI have their chances to be placed greatly reduced
* added new Taera graphics and gave them a copy of the UkraTal/Xichung AI for now, also added the insect.txt to /dsgnname
* changed description of the PDC to make clear they only shoot seekers and sweep mines
* raised damage of Mini-PDCs and gave them AI Tag 01
* slighty raised/smoothed the damage resistence of some seekers (CSM, Plasma Missile, Crystalline Torpedo)
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March 23rd, 2006, 07:21 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
...and a synopsis of the above:
* new AI for temporal races: Xiati and Sallega
* lots of tweaks to other races that should improve performance
* fixed an exploit with Weapon Platform PD mounts and Reactive Armor
* improved weapon balance
* lots of new ruins techs, including the infamous Sci-Fi Canon Cannon
* graphical updates
* now supports both FQM (full implementation) AND classic Quadrants
* lots of tweaks involving to-hit chances
* revised mounts
* races with non-revised AI are now added very sparsely or not at all
* and more
maybe still to come (or in next update):
* higher levels of Engineering with nifty multipurpose components
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March 30th, 2006, 11:29 AM
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Corporal
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Join Date: Mar 2006
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Re: Devnull Mod Gold: updates and discussion
Rollo, I added Atrocities Imperial Shipset to your 1.71 devnull mod and when I load the game windows gives me a load error window for 'Imperial 2k.emp'.
I added the 2k, 3k and 5k .emp Imperial files to the Devnull Empire folder as asked of me by the readme and I dropped the imperial.txt into the Devnull Dsgnname folder. The imperials load on the standard game, but not with your mod.
What do I need to do to get them to work?
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