View Full Version : New patch
pathfinder
December 20th, 2000, 03:02 PM
argghhhhh, 3 partners in my current game....2 now at war and the other is getting ready to....guess ah kin kiss mah big, fat butt good-by
Seawolf
December 20th, 2000, 04:23 PM
Well everyone wanted a better AI... Here you go!!!!
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Seawolf on the prowl
Tampa_Gamer
December 20th, 2000, 04:37 PM
Can anyone confirm whether the AI is designing ships with Combat Sensors and ECM unitsin ver 1.19? According to the new files (ver 1.19) I reviewed, the AI_Design files do not use the new ability names for these components (i.e. Combat To Hit Offense Plus, etc.) I hope I am not correct. . .
Grayshot
December 20th, 2000, 04:47 PM
Fair point.
Problem arise when the AI changes mid game and you suddenly have lots of murderous races.
I think, because it seems so different - in my game at least, it is best to start a new game.
I hope it is not just more aggresive.
Mephisto
December 20th, 2000, 05:16 PM
Sorry, Tampa_Gamer, but you ARE correct. The AI DOES NOT USE ECM AND COMBAT SENSORS!
I just discovered it as I read through your comparison files (good job by the way. I would love to see a comparison of the ship design files, too) and tested it with some races. These components are not used as the design file still states "combat to hit add/dec" instead of "combat to hi offense/defense plus".
I have fixed this in my Last MOD (Version 1.31), you can grab it at the MOD board.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tampa_Gamer:
Can anyone confirm whether the AI is designing ships with Combat Sensors and ECM units in ver 1.19? According to the new files (ver 1.19) I reviewed, the AI_Design files do not use the new ability names for these components (i.e. Combat To Hit Offense Plus, etc.) I hope I am not correct. . .<HR></BLOCKQUOTE>
[This message has been edited by [K126]Mephisto (edited 20 December 2000).]
Resident Alien
December 21st, 2000, 01:07 AM
Before I go change anything. Is this what I need to do?
1. Change all occurances of "Combat To Hit Dec" to "Combat To Hit Offense Plus"
2. Change all occurances of "Combat To Hit Add" to "Combat To Hit Defense Plus"
In Default_AI_DesignCreation, and all the 20 race specific AI_DesignCreation text files?
Thanks.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by [K126]Mephisto:
Sorry, Tampa_Gamer, but you ARE correct. The AI DOES NOT USE ECM AND COMBAT SENSORS!
I just discovered it as I read through your comparison files (good job by the way. I would love to see a comparison of the ship design files, too) and tested it with some races. These components are not used as the design file still states "combat to hit add/dec" instead of "combat to hi offense/defense plus".
I have fixed this in my Last MOD (Version 1.31), you can grab it at the MOD board.
Originally posted by Tampa_Gamer:
Can anyone confirm whether the AI is designing ships with Combat Sensors and ECM units in ver 1.19? According to the new files (ver 1.19) I reviewed, the AI_Design files do not use the new ability names for these components (i.e. Combat To Hit Offense Plus, etc.) I hope I am not correct. . .<HR></BLOCKQUOTE>
[This message has been edited by [K126]Mephisto (edited 20 December 2000).]
Mephisto
December 21st, 2000, 01:47 AM
Viceversa, AFAIK.
Combat To Hit Dec = Combat To Hit Defense Plus
Combat To Hit Add = Combat To Hit Offense Plus
And yes, all 20 race files plus the default AI file.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Resident Alien:
Before I go change anything. Is this what I need to do?
1. Change all occurances of "Combat To Hit Dec" to "Combat To Hit Offense Plus"
2. Change all occurances of "Combat To Hit Add" to "Combat To Hit Defense Plus"
In Default_AI_DesignCreation, and all the 20 race specific AI_DesignCreation text files?
Thanks.
<HR></BLOCKQUOTE>
Daynarr
December 21st, 2000, 01:57 AM
Thanks Mephisto for that mod. It saved me from changing all those files. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Have you also changed any of the AI research files (not counting Earth Alliance files)?
Grayshot
December 21st, 2000, 02:32 AM
I have just installed the new patch and within 2 turns, 2 formerly 'brotherly' races ( with partnership treaty ) turned to moderate and then declared war on me - and I didn't even touch them.
Has anyone else noticed the AI getting significantly meaner? Not sure whether its because I'm in the middle of a game.
Resident Alien
December 21st, 2000, 02:37 AM
Many thanks for the confirmation.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by [K126]Mephisto:
Viceversa, AFAIK.
Combat To Hit Dec = Combat To Hit Defense Plus
Combat To Hit Add = Combat To Hit Offense Plus
And yes, all 20 race files plus the default AI file.
<HR></BLOCKQUOTE>
Tampa_Gamer
December 21st, 2000, 02:50 AM
For those that started a "fresh" game without any AI mods, how is the ver 1.19 new improved AI stacking up against the ver 1.11? (I am at work and have blacklined the ver 1.19 AI files against ver 1.11 - lots of interesting changes!)
Courageous
December 21st, 2000, 03:46 AM
"Has anyone else noticed the AI getting significantly meaner? Not sure whether its because I'm in the middle of a game."
--
If you outscore the topmost opponent in
the game by a certain percent, all of the CPs decide that your *** is grass. It's a bit abrupt, in my opinion.
C//
Mephisto
December 21st, 2000, 10:46 AM
No, I have not altered the research for the default races (awful lot of work) as the patches are quite to numerous at the time. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
And in the end these races are MMs, I will create my own. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
I only tweaked all of the design files so the AI is using what I consider necessary tech (and other people my have a different opinion about it…).
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Daynarr:
Thanks Mephisto for that mod. It saved me from changing all those files. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Have you also changed any of the AI research files (not counting Earth Alliance files)?<HR></BLOCKQUOTE>
Galina
December 21st, 2000, 12:11 PM
I'm in the middle of a large game and ran the patch.Haven't noticed any changes.Basically I was in the process of winning by using Opening and closing warp points to run rings around the AI.I gave them a huge start and Banned minefield tech so they should have high level Stellar Manipulation,they just Don't seem to use it,even after the patch.
My three big questions after the patch are have they fixed the AI's problem with minefields,Black holes and failure to recognise when they are the victim of intelligence operations and respond to this.If these problems haven't been addressed the AI will never have a chance.Having said this by giving the AI maximum bonuses I do get an enjoyable and reasonably challenging game,its just that the issue is never in doubt after a certain time.
eagleton
December 21st, 2000, 03:25 PM
Mephisto,
just a quick question concerning your MOD: Is the pictures folder the only one I have to copy into the SE4-foler? What about the other sub-folders of your MOD-folder?
I was very pleased to see that some of the AI-player now use ECM and Combat Sensors again!
Mephisto
December 21st, 2000, 06:20 PM
You have to put all folders contained in the MOD folder into your SE4 folder.
I just corrected my readme.txt to be more precise. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Sabre21
December 21st, 2000, 07:06 PM
Hey Galina
I was playing a 20 player game on a 250 star map. I noticed only 2 races research stellar technology. I had stopped the game around turn 60 to see what the others were doing. But when I restarted and closed a couple warp points, the affected races immediatly started in on researching stellar. This was before the patch..sometimes the AI works pretty efectively, others times they're boneheads.
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