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View Full Version : Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UraTal and Borg 1.78h


God Emperor
December 27th, 2002, 07:41 AM
Back again! Have been beavering away for the Last month (following the very interesting AI Death Match) completing yet another update of my AI (posted in the Races Archive).

The AI_Construction_Vehicles files have received same major attention whilst the AI_DesignCreation and AI_Research files have just been tweaked a little more.
I have also created an AI_strategies.txt file for the races in order to improve their combat performance.

I have play tested each of the AI individually for 100 turns without any snags and have played a multiplayer Version through to turn 100 too.

DesignCreation.txt:
After watching how the AI is now using Minesweepers and deals with mines under the latest patch, I've decided to disarm the Minesweepers and remove minesweeping components from the Attack ships. Hence, the Minesweeper ships now remove plenty of mines and the Attack ships are tougher opponents in combat.

I have also optimised the attack ships by creating designs for several hull sizes.

Research.txt:
The only significant change is that Combat Sensors and ECM have been advanced further up the research tree.

Components.txt - as per 1.78f
The Borg now have a Shield Depleting Weapon which becomes available at the same time that they get boarding parties.

Strategies.txt
New file created to support Maximum Weapons Range combat strategy.

Regards

God Emperor

Atrocities
December 27th, 2002, 12:05 PM
I look forward to adding the new AI to the ship sets. Now if I could talk you into producing AI for other races http://forum.shrapnelgames.com/images/icons/icon12.gif

God Emperor
December 27th, 2002, 12:18 PM
he he he he http://forum.shrapnelgames.com/images/icons/icon10.gif

You have something in mind? If all goes well with this update I'd be happy to lend a hand ;

Regards,

GE

PeterD
December 27th, 2002, 10:09 PM
excuse a beginners question but why can't
the AI for say Klingon be used for Breen or
any other trek race.

Taera
December 27th, 2002, 10:12 PM
God Emperor, a small request for TDM-ModPack - there are many original races that lack good AIs and those are the ones i realy want to play with sometimes - drueshocka, eee, amon'krie, sallega, cryslonite, toltayan.

If you ever have time, would you please think about making AIs for these?

Arkcon
December 27th, 2002, 10:58 PM
Originally posted by PeterD:
excuse a beginners question but why can't
the AI for say Klingon be used for Breen or
any other trek race.<font size="2" face="Verdana, Helvetica, sans-serif">'Cause thay would all research the same things in the same sequence, and build ships with the same design. Not that there's anything wrong with that -- but you'd get bored of playing against them sooner rather than later.

God Emperor
December 28th, 2002, 12:51 AM
@Taera,
I'd be happy to oblige! I've taken a look at the races you have listed and will do mods for the Sallega and Toltayan - Cryslonites looked interesting too but I'll stick to two at this point.

Note: Eee have already been done by another modder, although I dont recall them being in mod-pack yet - I suggest that you have a hunt in the Races archive.

Regards,

GE

[ December 28, 2002, 00:10: Message edited by: God Emperor ]

Blade W
December 28th, 2002, 03:38 AM
Taera: I`m working on an AI for the Fazrah, if you interested, send me a mail, and i`ll send it to you. The previous Version can be find in the Races Archive.

(I wanted to post the new Version as a Xmas Gift, but i noticed, my AI_Contruction_Vehicle file useless with bonuses so I`m still working to omptimize)

[ December 28, 2002, 01:44: Message edited by: Blade W ]

Atrocities
December 28th, 2002, 07:59 AM
excuse a beginners question but why can't
the AI for say Klingon be used for Breen or
any other trek race. <font size="2" face="Verdana, Helvetica, sans-serif">They can. Nothing is stopping you from doing that. And that is often how it is done with some minor tweaks for each race. Currently, all of the NASY Trek races use custom AI based upon God Emperors and Generic Malfador races. But each is tweaked quite a bit.

For example, I will more than likely only use a few files for the Klingons, as the current AI I have for the Klingons is quite good.

The Cardassian Ai is excellent, as are most of the Federation and Ferengi AI. However, the Borg, and Romulan need help. So GE's Ai will become their new AI with some minor tweaks.

PeterD
December 28th, 2002, 10:00 AM
Thanks for the help.
I had noticed that some AI's were
pretty good while some were not.

Gryphin
December 28th, 2002, 03:26 PM
A tiny detail to include in AI mods.
Some time ago I mentioned that a Stardard Gold AI was putting Combat Sensors on Sats armed only with Capital Ship Missiles
Geo (I think), mentioned how to stop this with a mod. I promptly lost the thread.

pathfinder
December 28th, 2002, 04:21 PM
Would one recommend this AI in TDM or "vanilla" SEIV?

Desdinova
December 28th, 2002, 05:57 PM
Originally posted by Gryphin:
A tiny detail to include in AI mods.
Some time ago I mentioned that a Stardard Gold AI was putting Combat Sensors on Sats armed only with Capital Ship Missiles
Geo (I think), mentioned how to stop this with a mod. I promptly lost the thread.<font size="2" face="Verdana, Helvetica, sans-serif">wouldnt you want combat sensors even with missiles? dont they increase the chance to hit of seekers also?

TerranC
December 28th, 2002, 06:05 PM
Originally posted by desdinova:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Gryphin:
A tiny detail to include in AI mods.
Some time ago I mentioned that a Stardard Gold AI was putting Combat Sensors on Sats armed only with Capital Ship Missiles
Geo (I think), mentioned how to stop this with a mod. I promptly lost the thread.<font size="2" face="Verdana, Helvetica, sans-serif">wouldnt you want combat sensors even with missiles? dont they increase the chance to hit of seekers also?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">No. You'd want ECM and Multiplex tracking with missile ships. Seekers automatically get a 100% chance to hit within range when they launch.

Arkcon
December 28th, 2002, 07:29 PM
Originally posted by desdinova:
wouldnt you want combat sensors even with missiles? dont they increase the chance to hit of seekers also?<font size="2" face="Verdana, Helvetica, sans-serif">That's not the way seekers work.

You may:

click here (http://invirtuo.cc/phpwiki/index.php/missile)

or

over here (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=005518;p=2)