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				December 22nd, 2000, 02:28 AM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Mephisto: Mod Question
	
			 
             
			
		
		
		
		I was just wondering if the changes to the original AI's in your latest mod is only to let them use the new ability names for ecm and sensors or if you changed anything else in the AI files as well. 
		
	
		
		
		
		
		
		
			
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				December 22nd, 2000, 04:53 AM
			
			
			
		  
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				Re: Mephisto: Mod Question
			 
             
			
		
		
		
		Well, I'm not Mephisto, but I do have his mod downloaded so I'll try and help you out. I hope he doesnt mind. 
 
Basically, his mod 'streamlines' the AI's ship designing. It eliminates the extraneous 'crap' that the AI puts on all of its ships (Supplies, Self Destruct etc) and makes them into more efficient warships. They also have higher numbers of PD weapons. I've noticed that the Fighters with his mod are generally more lethal too. 
 
It doesnt do anything odd though if thats what you are asking. No new components or ship types or whatnot. Its just a more efficient use of what is currently there. 
 
Talenn 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 22nd, 2000, 06:12 AM
			
			
			
		  
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				Re: Mephisto: Mod Question
			 
             
			
		
		
		
		Thanks.     
		
	
		
		
		
		
		
		
			
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				December 22nd, 2000, 11:58 AM
			
			
			
		  
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				Re: Mephisto: Mod Question
			 
             
			
		
		
		
		No, I don't mind. Thanks, Talenn for helping him out. Not much left to add.    
 quote: Originally posted by Talenn: 
Well, I'm not Mephisto, but I do have his mod downloaded so I'll try and help you out. I hope he doesnt mind. 
 
Basically, his mod 'streamlines' the AI's ship designing. It eliminates the extraneous 'crap' that the AI puts on all of its ships (Supplies, Self Destruct etc) and makes them into more efficient warships. They also have higher numbers of PD weapons. I've noticed that the Fighters with his mod are generally more lethal too. 
 
It doesnt do anything odd though if thats what you are asking. No new components or ship types or whatnot. Its just a more efficient use of what is currently there. 
 
Talenn
  
 
		
	
		
		
		
		
		
		
			
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				December 22nd, 2000, 01:52 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Mephisto: Mod Question
			 
             
			
		
		
		
		No supplies anymore? Although CS and ECM are much more important for a good AI, in games with ancient galaxy this could become a problem. Will the AI in Mephisto's MOD at least be able to develop and use the Quantum Reactor? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 22nd, 2000, 04:10 PM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: Mephisto: Mod Question
			 
             
			
		
		
		
		Sometimes when my EA encounters another race and a battle ensues, I will get a Range Check error.  Any suggestions?  Using the M mod with the EA stuff. 
		
	
		
		
		
		
		
		
			
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				December 22nd, 2000, 04:27 PM
			
			
			
		  
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				Re: Mephisto: Mod Question
			 
             
			
		
		
		
		I encounter this error once in a while when there a many fighters and/or troops and their transports. 
This is not an AI fault, it happens to me if I do not use the AI. 
A soltuion is to not put all your force into action. This sometimes helps.
  quote: Originally posted by Atrocities: 
Sometimes when my EA encounters another race and a battle ensues, I will get a Range Check error.  Any suggestions?  Using the M mod with the EA stuff.
  
 
		
	
		
		
		
		
		
		
			
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				December 22nd, 2000, 10:16 PM
			
			
			
		  
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				Re: Mephisto: Mod Question
			 
             
			
		
		
		
		 You took off all the supply storage from the AI? I don't think they use it enough myself. I know if I see an AI ship that their home world will be only a couple of systems from there because they don't explore very well. I think they should have an explorer design that has 3 or 4 supply storage units and really tries to find good colonizable planets and to find threats before they get to their systems. If they sent a few scouts out and knew where I was and actually attacked me in my home systems when they declared war it would be a completely different game. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 22nd, 2000, 10:29 PM
			
			
			
		  
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				Re: Mephisto: Mod Question
			 
             
			
		
		
		
		Tomgs: 
 
  Perhaps they should have an 'explorer' class of ship, but there is really no way to have the AI build it and then enforce that it actually is used for exploration. Also, getting it to build a specific ship for a specific part of the game (ie the early exploration phases) is problematic at best. 
 
  Overall, I think the AI is FAR better off without the extra storage. At least its warships are more solidly built and include more weapons and/or defenses a result of not having the extraneous 'stuff' on all of it's ships. 
 
  Talenn 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 22nd, 2000, 10:37 PM
			
			
			
		  
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				Re: Mephisto: Mod Question
			 
             
			
		
		
		
		 Well perhaps it is better off right now without supply storage if it won't use it anyway, but I never design a destroyer or above class of ship without at least 2 supply storage units. Also I see ships with one movement a lot because they are out of supplys even in the AI's home system. Is this situation going to get worse without any supply storage? I think a ship with a lot of weapons and 1 movement point is a dead ship if I see it. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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