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January 22nd, 2007, 02:23 PM
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Colonel
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Join Date: Jan 2001
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Re: Anyone working on AI for standard SE V?
Quote:
Ironmanbc said:
Quote:
Q said:
If I look at the AI files I understand the reluctance!
For me these files are very hard to understand. Just for instance how do you chan g e the AI design creation?
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But I thought you were Q
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I am used to snip my fingers to get what I want and not to modify some text files!
On a more serious side it is very bad that the AI design creation is so complex, as it is just terrible in standard SE V: I wiped out a fleet from a well developped AI empire with 7 light cruisers and high level anti proton beams because they didn't have combat sensors and ECM (although they had researched it to a high level). My 3 destroyers didn't take any damage at all!
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January 22nd, 2007, 05:46 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Anyone working on AI for standard SE V?
That issue is partly the design AI, and partly the mod itself.
Allowing sensors and ECM to be *so* critical is risky. Having solid shields also means that any hits which do land, don't do anything.
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January 22nd, 2007, 06:00 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Anyone working on AI for standard SE V?
The problem with the stock design creation is not that it's too complex, but that it tries to everything with the same functions. In doing so, it does a half-*** job with all designs.
To elaborate on why I called the design creation script file the most complex is that it has the most connections to other scripts and variables, so changing the file often requires making changes in a few other script files at the same time.
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February 2nd, 2007, 01:40 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Anyone working on AI for standard SE V?
Kwok were did you get your info from on the below list of AI files? I am wondering because I am rewriting all but two or three from the ground up and I am coming to a few different conclusions. Minor points but I would like to know if you made these yourself or if they come from Aaron? If you made them I will pass the differences off as nothing. If they are from Aaron than I may need to "spot check" over my work.
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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February 2nd, 2007, 01:53 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Anyone working on AI for standard SE V?
I just made it up at the time. What were your issues?
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February 2nd, 2007, 02:21 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Anyone working on AI for standard SE V?
No issues yet. So far I am coming along nicely. I just came to minor, very minor points of differences. For example the Global Research is like the Research but it appears to be a stepping stone for what is needed to attain the next level in every area. Then is the age repeat which appears to be set if the specific species lacks a setting already. Which is another minor point but one I can't figure out the purpose of since every species should have a set research program. I am going to say this is a backup fail safe system which Aaron appears to have included for just about everything. Such as the call for what makes a mine layer a mine layer. No, no problems yet... unless you count tired eyes! At this point there is only you and I to bounce this stuff off of. I asked Aaron about adding another weapon call besides the primary, heavy and special calls there are now. He told me how to but I am past that point so I will add it to the tweak list. I would like to add missile and beam to the list then call for an attack ship which is loaded with beams and label it something nifty like a wp assault ship. Set the call for armor and shields too. Should give the average player a nasty surprise know what I mean?
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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