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ArchAngel7
October 19th, 2002, 10:30 PM
What is the AI difference in these two mods? I really like the data file in P&N and would like to paste it into TDM but that means adjusting the races. Would this kill the TDM AI?

Fyron
October 19th, 2002, 10:39 PM
SJ has made an AI converter that will convert any AIs made for the normal game (and TDM AIs) to be compatible with P&N. It can be found somewhere on his web site:

http://www.geocities.com/hohoho611ca/

ArchAngel7
October 19th, 2002, 10:42 PM
Yes I have that converter but I was really wondering if converting the TDM races to play in P&N would corrupt their unique AI playing abilities- whatever they are.

Fyron
October 19th, 2002, 10:44 PM
No, it does not. It just changes them so that they will take the Normal race trait, and they will use the QNP system, instead of the normal 6 engines per (smaller) ship. I think there are a few other minor things it changes too. But, they will still act exactly the same in P&N as they do in TDM. All the converter does is make them compatible.

ArchAngel7
October 19th, 2002, 10:48 PM
Okay, so how is the AI in the TDM mod different than in the regular game?

Fyron
October 19th, 2002, 10:49 PM
It is much tougher. TDM AIs offer a much greater challenge than the normal AIs do.

ArchAngel7
October 19th, 2002, 10:52 PM
So than the AI in P&N is a regular AI game with the added tech. and the cloaked pirates/

Arkcon
October 20th, 2002, 12:23 AM
Originally posted by ArchAngel7:
Okay, so how is the AI in the TDM mod different than in the regular game?<font size="2" face="Verdana, Helvetica, sans-serif">There are many differences that are too subtle for me to notice but ...

For one thing, the use of the attributes is carefully tweaked. For example, races that are angry xenophobes reduce their political savvy to nil, so thay can use the points for something else.

Techs to research are selected carefully, with a specific goal in mind. PPB's and engine destroyers abound. But not for everybody, there are some suprises.

There's more. The default races are designed for a human player to turn on the ministers and watch what happens as a learning experience. As much what not to do as what to do.

The AI gains no benefit from using intel to scan enemy planets, so TDM modpack races don't do that. The default AI has that there for a newbie to turn on the minister and go "Whoa, I can do that? Gotta do that more often"

ArchAngel7
October 20th, 2002, 03:12 AM
So would you say the TDM mod with the P&N tech tree is the best of SEIV?

Fyron
October 20th, 2002, 03:15 AM
No. There is no "best of SEIV". That is a completely subjective statement, and varies from person to person.

Suicide Junkie
October 20th, 2002, 03:42 AM
I totally agree with you there, Fyron.

The ultimate mod is is the one you spend a year or two making yourself. http://forum.shrapnelgames.com/images/icons/icon12.gif

The next best thing is to find an already-made mod that closely matches your view of how things should be.

Since I made P&N, and have neglected AIs, I believe it is fair to say that P&N + TDM is the best of SE4 for me personally.
I would also have to add FQM to that equation for generating the maps, since they are so very cool. http://forum.shrapnelgames.com/images/icons/icon7.gif