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  #41  
Old January 16th, 2001, 11:29 PM
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Default Re: AI Modding Consortium - Please read

In fact the AI is not using the following techs AFAIK in any ship:

Repair
Bio
Bio Weapons
Planetary Weapons
Null Space Weapons
Computer Combat
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  #42  
Old January 16th, 2001, 11:46 PM

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Default Re: AI Modding Consortium - Please read

[K126]Mephisto:

But doesn't the ai just need an updated ai_design_creation file that would incorporate the components you just mentioned into a ship design. Whether or not the ai would actually use those things in combat\during gameplay I don't know, but the ai can't use them when they aren't included in any design. Thanks for the reply .
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  #43  
Old January 17th, 2001, 12:29 AM
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Default Re: AI Modding Consortium - Please read

SunDevil-

Havn't had a chance to look at your files yet, probably not till tomorrow (I am still at work and will be for quite some time).

I believe Mephisto meant these were not used in any of the design files.

What I meant below was that even if you include boarding ships, cloaking, ramming warheads, etc. the AI will not use them - try it in the simulator or at any point in a level 3 game, check out the AI fleets - none of them will be cloaked, not even recon sats. So yes, I pushed those techs to the very end of the research file where my "catch-all" clauses are located.
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  #44  
Old January 17th, 2001, 12:31 AM

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Default Re: AI Modding Consortium - Please read

quote:
Btw, is Nyx responsible for making that Xenophobe speech file? I would like to give him a credit if he is.



Yup that's one of mine. If you use it just include the readme file that accompanies it as it technically is Twin Galaxies'.

If I weren't so dang busy I'd have two more for you.

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  #45  
Old January 17th, 2001, 12:35 AM

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Default Re: AI Modding Consortium - Please read

I have modded a Crew Quarters component with the ability to do 1 repair a turn.

Adding the qualities(abilities) you want to components you know the AI to be using may be one way around the issue.

Whether or not the AI will use those abilities even if it has them is another issue. I'm not even sure I'd know how to test that.

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  #46  
Old January 17th, 2001, 12:36 AM
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Default Re: AI Modding Consortium - Please read

I have included one repair module on each CA and higher Defense Ship for the Darlok. It works automatically.
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  #47  
Old January 17th, 2001, 02:06 AM
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Default Re: AI Modding Consortium - Please read

Yeah, Nyx is the one who created the xenophobe speech file. On the Planet_Types file, the one I created is specifically for the Darlok b/c their default tiny, useless planet is for an Intel planet, but you could easily convert this to the Sergetti, tweak it and place it in their race folder. That way you wouldn't modify all the other races. Let me know and I will e-mail it to you. Just making this one file work how I want it, has dramatically increased the intelligence of the Darlok planet choices and therefore solved a lot of their resource problems.

I would not replace the AI_Default_Planet_Types file b/c I assume MM has tweaked this to provide a generally ok mix of planet types for all races, across all galaxy types, across all tech levels, across all start levels, across all starting planet types, etc. etc. But I have no problem with tweaking it for a specific race and placing it in their subfolder

[This message has been edited by Tampa_Gamer (edited 16 January 2001).]

[This message has been edited by Tampa_Gamer (edited 16 January 2001).]

[This message has been edited by Tampa_Gamer (edited 16 January 2001).]
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  #48  
Old January 18th, 2001, 05:55 PM

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Default Re: AI Modding Consortium - Please read


Tampa_Gamer:

(1)AI Construction Facilities:

1. Yes the ai does go back and fill in the remaining spots on the planet.

2. Stupid Mistake for both - I was wondering why there were an extra amount of military bases! Thanks.

(2)AI Research File

1. Got a point about leaving out tech, will wait for next patch to decide.

2. The research order was for two reasons. To have the neutral races research things in a balanced way, and not have them research only two fields. And two to get a better understanding of the whole research process in general.

3.Looking into helping the neutral races building more rapidly. But with my Colony_Construction file, the neutral races will build more reserach facilities.

(3)Default Colony Types:

1. I modified this file because I didn't see a purpose in having a military installation and shipyard as two seperate colony types. Yes I think that if the ai can be fixed to build colonies more efficently then I will think about adding even more types, but for right now, you need to keep it simple and small for the ai to actully build efficently.

I do plan on adding this to specific race. I just have been doing a lot of research so I will be able to actually make a truly special and dangerous race. I am in no rush to finish the race due to the fact that right now there needs to be some changes made to the internal game.

Thank you for your suggestions and I'm looking forward to your next update of your race.

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  #49  
Old January 18th, 2001, 07:00 PM
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Default Re: AI Modding Consortium - Please read

I will see what I can do tomorrow for the EA. I have a final Version already here that I will post to you, Tampa or you, JPinard. Not much change so.
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  #50  
Old January 19th, 2001, 01:31 AM
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Default Re: AI Modding Consortium - Please read

Sorry guys for lack of responses from me, I got caught up by that evil beast called real life. Sergetti will be ready till Monday, no sweat.
Tampa, I am going to send you that mail about that planet types file as soon as I get time (didn't forget about it ).
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