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  #21  
Old April 24th, 2004, 02:08 AM
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Default Re: Eclipse Mod

I also noticed that the AI seems to be a bit slugish as far as expansion goes. I sat researching for a loooooong time before I went on an exploration binge. By the time I got to the AIs they were still making colony ships, had expanded no further that the next system ad there were virtually no other ships to be seen.

I would think that this might be due to the extreme cost of colony ships and the required number in construction.txt. Perhaps if you had them produce a butt-load of spaceyards before the colony ships this would allow the AIs to produce an actual fleet as well as colony ships. Tis an idea.
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  #22  
Old April 24th, 2004, 02:22 AM

Kevin Arisa Kevin Arisa is offline
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Default Re: Eclipse Mod

The AI is quite unrefined since I have never done AI modding before. Therefore I am always looking for ways to make it more "functional." The shipyard idea should work nicely. I will try to get that worked out. Also, any suggestions on how to make the AI work on low tech start would be much appreciated. So far it only works well on medium start.
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  #23  
Old May 11th, 2004, 01:58 AM

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Default Re: Eclipse Mod

The patch is ready for download at my site and shortly at SE.net.

http://www.pedfamhome.homeip.net/ISA/ISAHome.htm

This patch fixes a few data errors, rearranges a few technology trees and changes some images to utilize the newest Version of Image Mod so be sure you have the latest Version. Also corrected an error in the Nloam AI files. Unfortunatly you should still play on medium tech start only aginst AI's. I added a few new technologies as well:
Solar Panel I - III
Assimilation Beam I - III
Assault Shuttle I - V

Keep the suggestions coming!
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  #24  
Old May 12th, 2004, 07:08 AM

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Default Re: Eclipse Mod

The patch is available at SE.net now.
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  #25  
Old June 7th, 2004, 06:50 PM

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Default Re: Eclipse Mod

I am wondering if I should continue to make revisions to this mod. Any that are interested in further updates please respond. I don't want to spend a lot of time and effort revising a mod that no one plays.
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  #26  
Old June 7th, 2004, 07:48 PM
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Default Re: Eclipse Mod

It is difficult to play a SP mod with AI that is "quite unrefined." Perhaps people are just waiting for the AI to be improved?
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  #27  
Old June 7th, 2004, 09:18 PM
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Default Re: Eclipse Mod

i downloaded your mod and as soon i get home (i~m at work now) i´ll try it, but Fyron is right, the majority of players need working AIs so they can evaluate a mod, mainly because not everyone plays in PBW or hotseat with friends.

And everyone must agree, the best characteristic of solo play is that you can play as many turns as you want, and don´t need to wait for the other players turn...
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  #28  
Old June 7th, 2004, 09:43 PM

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Default Re: Eclipse Mod

this mod is worth your job believe me.This mod neads some tweaking (AI) but it is great at RP aspect if you could impove this id play till my PC blows up.This mod is great.
Did i said how GREAT this mod is?


This is not a joke.
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  #29  
Old June 8th, 2004, 05:01 AM
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Default Re: Eclipse Mod

I'd have started a PBW game using this mod but it seemed that no one was interested, and besides, I'm in too many games already... but I'm sure I could be persuaded to join one more

As for SP, well, I never finish any SP games I start, and once I heard the AI wasn't working right that kinda made me even less likely to continue... but again, a PBW game would be great!
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  #30  
Old June 8th, 2004, 08:11 PM

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Default Re: Eclipse Mod

I'll take any help I can get. AI is very difficult for me to work with so getting assistance would be wonderful. And the other comments are exactly what I wanted. I need to know what people like and dislike. The AI is functional. It actually gives me a hard time every now and then. When I said "unrefined" I meant that an ace player would find the AI predictable and easy to out-maneuver. I am far from being an ace player so it is difficult for me to gauge how well the AI will perform. If I can get help with the AI then things would go much more smoothly.

One thing though, the regeneration was supposed to simulate repairs during combat. Certain components have a regeneration rate of 1 per turn. All the repairs actually come from engineering. If it is destroyed it would pretty much negate the regeneration. I really like this aspect of the mod so maybe the rest of you will have an idea on how to adjust it rather that remove it.

Anyway, thanks for the replies.
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