.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

Reply
 
Thread Tools Display Modes
  #1  
Old April 29th, 2003, 09:41 PM
Xaren Hypr's Avatar

Xaren Hypr Xaren Hypr is offline
Corporal
 
Join Date: Mar 2003
Location: Tempe, AZ
Posts: 142
Thanks: 0
Thanked 0 Times in 0 Posts
Xaren Hypr is on a distinguished road
Default Neutral AIs

I've been tinkering around with the races on my solo game, and I was wondering..can other AIs (other races I'm not using/AI files I'm fiddling with) be used in the RaceNeutral directory? I want to give some of the Neutrals I run into a bit of spice, and with the exception of not being able to leave their system, would they be able to use the various racial traits?

Also as a side question to this, would the Neutrals be able to use (properly named) shipsets other than the generic ones? Just for a bit of variety
__________________
Now lie still, this isn't going to hurt me a bit...
-Xaren Hypr, Night City cybertech

My Neo SEIV Code: A Se++ GdY $++ Fr C++++ Css+ Sf Ai++ Au M+ MpTFd/VFd S+ Ss++ ROS Pw- Fq Nd Rp G++ Mm++ Bb+

Reply With Quote
  #2  
Old April 29th, 2003, 10:01 PM
QuarianRex's Avatar

QuarianRex QuarianRex is offline
Sergeant
 
Join Date: Feb 2002
Location: Canada
Posts: 346
Thanks: 0
Thanked 0 Times in 0 Posts
QuarianRex is on a distinguished road
Default Re: Neutral AIs

Yes on all counts. So long as you change the files in the appropriate folder (neutral 01, neutral 02, etc.) they can be modded just like any other race.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
Reply With Quote
  #3  
Old April 30th, 2003, 06:14 AM

Taz-in-Space Taz-in-Space is offline
First Lieutenant
 
Join Date: Dec 2001
Location: SE Pennsylvania
Posts: 722
Thanks: 0
Thanked 0 Times in 0 Posts
Taz-in-Space is on a distinguished road
Default Re: Neutral AIs

Did the TDM Modpack boost the neutral races any?

If not, that would be a great addition.
__________________
Gaze upon Taz-in-Space and TREMBLE!

<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
Reply With Quote
  #4  
Old April 30th, 2003, 08:14 AM
Xaren Hypr's Avatar

Xaren Hypr Xaren Hypr is offline
Corporal
 
Join Date: Mar 2003
Location: Tempe, AZ
Posts: 142
Thanks: 0
Thanked 0 Times in 0 Posts
Xaren Hypr is on a distinguished road
Default Re: Neutral AIs

I don't know if it modified then or not, but I supplemented the existing Neutrals with a few races that I had downloaded a while back and wasn't using. I'm going to see how this plays out.
__________________
Now lie still, this isn't going to hurt me a bit...
-Xaren Hypr, Night City cybertech

My Neo SEIV Code: A Se++ GdY $++ Fr C++++ Css+ Sf Ai++ Au M+ MpTFd/VFd S+ Ss++ ROS Pw- Fq Nd Rp G++ Mm++ Bb+

Reply With Quote
  #5  
Old April 30th, 2003, 10:09 AM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: Neutral AIs

one of the neutrals already has its own custom shipset: Download Phoenix-D's Clukruk Republic from

http://www.sandman43.fsnet.co.uk/clukruk.htm

The are intended to be used as a non-neutral race, but there's nothing to stop you renaming the files and putting them in your pictures/raceneutral/neutral004 folder. It works, and they look really cool.

[ April 30, 2003, 09:11: Message edited by: dogscoff ]
Reply With Quote
  #6  
Old April 30th, 2003, 02:01 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: Neutral AIs

If you want to see Neutrals, check out AST mod, Atrocities has 20 Neutrals, to complement his 20 Players, that is 40 Races; most if not all, with there own Ship Sets and AI files, I don’t know how this guy did it, but I now know, the work and the detail that his AST team put in this mod is Absolutely Unrivaled.

[ April 30, 2003, 13:09: Message edited by: JLS ]
__________________
>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
Reply With Quote
  #7  
Old April 30th, 2003, 04:03 PM
Xaren Hypr's Avatar

Xaren Hypr Xaren Hypr is offline
Corporal
 
Join Date: Mar 2003
Location: Tempe, AZ
Posts: 142
Thanks: 0
Thanked 0 Times in 0 Posts
Xaren Hypr is on a distinguished road
Default Re: Neutral AIs

Heh, now I wish that the number of neutrals wasn't limited to 5...
__________________
Now lie still, this isn't going to hurt me a bit...
-Xaren Hypr, Night City cybertech

My Neo SEIV Code: A Se++ GdY $++ Fr C++++ Css+ Sf Ai++ Au M+ MpTFd/VFd S+ Ss++ ROS Pw- Fq Nd Rp G++ Mm++ Bb+

Reply With Quote
  #8  
Old April 30th, 2003, 05:26 PM

Gryphin Gryphin is offline
BANNED USER
 
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
Gryphin is on a distinguished road
Default Re: Neutral AIs

If I understand correctly it should be possible to create a Neutral that:
Build from it's own tech tree
Colony Ships
Pop transporters
Weapons Plaforms
Bases
Fast Drones with huge warheads
Refuse Treaties
Beam Weapons with range 14

Basicaly make them very tough to take out in early game.
Reply With Quote
  #9  
Old April 30th, 2003, 07:16 PM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: Neutral AIs

Quote:
Originally posted by Xaren Hypr:
Heh, now I wish that the number of neutrals wasn't limited to 5...
Hug, for what?
The Neutrals are ok for RPG, but IMHO, they're hopeless in terms of challenge.
Reply With Quote
  #10  
Old April 30th, 2003, 08:39 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: Neutral AIs

Quote:
Originally posted by Gryphin:
If I understand correctly it should be possible to create a Neutral that:
Build from it's own tech tree
Colony Ships
Pop transporters
Weapons Plaforms
Bases
Fast Drones with huge warheads
Refuse Treaties
Beam Weapons with range 14

Basicaly make them very tough to take out in early game.
Absolutely, just add a racial trait, tie it into a new tech with start at one, and tie that to a facility, weapon, Vehicle, etc.

Plus the trait can give the neutral 1500+ points so he may purchase a racial trait or what ever.

To see how I did this Refer to AI Campaign Mod. neutrals and AI files.

[ April 30, 2003, 19:45: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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 07:18 PM.


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