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  #1  
Old October 8th, 2002, 11:00 PM
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Default Re: finalizing new mod...

There are "generic" Versions of all the AI files in the Ai folder; they're all named Default_AI_&ltsomething&gt.txt

Another time that the AI files are used is in multiplayer games like on PBW. If you miss a turn deadline, the AI ministers take over for that turn.

There's a setting in (F11) Empire Status/Empire Options that's supposed to "turn off" the ministers in simultaneous games, but it doesn't work very well. It inspired Geo's "No AI" mod on PBW, which does a better job on that.
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Old October 9th, 2002, 01:57 AM

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Default Re: finalizing new mod...

But your custom AI files will only be used in multiplayer games if the host has them installed, something that does not normally happen in PBW.
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Old October 9th, 2002, 02:58 AM
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Default Re: finalizing new mod...

Quote:
Originally posted by trooper:
and is there a way to generate the general.txt file in rder to have it cmpatible with the .emp ?
Well, I usualy edit general.txt file first, then start SEIV with some default race and max. number of random AI -restart till you get lucky and the race you are modding is selected, convert the race to my control and save EMP file ! No conflicts between emp file and AI_general file !
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Old October 9th, 2002, 11:39 AM

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Default Re: finalizing new mod...

Quote:
Originally posted by oleg:
quote:
Originally posted by trooper:
and is there a way to generate the general.txt file in rder to have it cmpatible with the .emp ?
Well, I usualy edit general.txt file first, then start SEIV with some default race and max. number of random AI -restart till you get lucky and the race you are modding is selected, convert the race to my control and save EMP file ! No conflicts between emp file and AI_general file !
How can you convert an AI race to your control ???
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Old October 9th, 2002, 11:57 AM
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Default Re: finalizing new mod...

Quote:
Originally posted by trooper:

How can you convert an AI race to your control ???

[/QB]
Go to the left game menu, one that has "save game", "load game", etc. Click on "players". It will show you the list of all races in a current game. AI controled colored green. Click on one and will convert to your control. Click on "end turn" and you will get a former Ai race to yourself.
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Old October 10th, 2002, 05:00 PM

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Default Re: finalizing new mod...

Quote:
Originally posted by oleg:
Well, I usualy edit general.txt file first, then start SEIV with some default race and max. number of random AI -restart till you get lucky and the race you are modding is selected, convert the race to my control and save EMP file ! No conflicts between emp file and AI_general file !
To test new IA strategy files, the good method is to chose the race and let all the ministers active to do the job... it has the same effects as seeing the race played by IA player ?
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Old October 11th, 2002, 02:31 AM
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Default Re: finalizing new mod...

Quote:
Originally posted by trooper:
To test new IA strategy files, the good method is to chose the race and let all the ministers active to do the job... it has the same effects as seeing the race played by IA player ?
Basically yes. There might be some discrepancy how AI proceeds with grouping ships for attack (just my observations) but research, designs, ship building, colonization, etc. are absolutely identical either it is formal AI player or it is "your" race with all ministers on.

[ October 11, 2002, 01:32: Message edited by: oleg ]
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