
May 5th, 2003, 06:34 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by SunDevil:
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-I am putting together a mod that increases the size of the planets, adding more facilities to be built, increasing the amount of resources it takes to build facilities, components and ships, and then adding the star wars race packs to the game. I have always felt that this game ("the stock Version not a mod Version.") really limits the options of planets and the amount of space and choices that are available to add facilites. The mod I am putting together is just a collection of ideas to test them out to see if it is possible within this game's structure and ai capacity to work.
The reason why I am using your mod as a base, is since you already have the ai working well, I just wanted to add my changes and not have to rework the ai to much.
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I like it , I would like to help if, possible from time to time.
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I haven't been on this board for a very long time. Could you explain more about tactical or partial fighter move concept.
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I designed the Tactical Fighter mod for AIC because the AI does a poor job with Fighter inter system travel, actually it does nothing. TFM was designed to balance this, as it turns out it works out very nicely with Fighter Stacking as well.
PvKs Version; I believe will be more in line of an Excellent Compromise , where in early stages the Fighters will move in Tactical only then with some advanced research move as default se4. The only way to go in Multiplayer and has much merit in Solitaire Play, assuming the AI has time to Research and setup sufficient Point Defenses.
Other wise as it is in base se4, this is not good for the AI because the Human player can anchor his fleet just one sect away for the AI Home World and BLast his Planet to bits with waves of fighters then follow up with the Troops. With no recourse to his Carriers or Troop Ships.
In Tactical, the Human Player must Commit; possibly with a lose; in some, most or all his ships, most certainly a loss to some, most or ALL Troopships�
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- Designing a new race, or an existing one that is not in your mod? I wouldn't mind doing the star wars races, but then again Andr�s Lescano has done great work on this already.
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Agreed, now that I know what your goals are, Andr�s Lescano has done an Awesome Job, why change anything.
Also the AIC files are not the same as another mods and visa versa or base se4.
For example. The design component calls are not in sequence with the other Files.
Most AI setting are based on the AIC maps.
Which are tied into the Quad and SyS files.
Anger files are also related to AI design and Planet type strengths.
The all General files have Tie Ins.
The Trait file has Tie Ins.
All construction Files must be AIC conformed.
The Component File Has Tie Ins.
The Facility File has Tie Ins.
The Vehical File Tie Ins.
Basicly every file must be related.
My god, good luck
[ May 05, 2003, 23:13: Message edited by: JLS ]
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