.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old November 10th, 2004, 03:34 PM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default New simple mod idea

I�m thinking about making a new (simple) mod that decreases or penalizes things that only the human player use, thus making the AI more effective in single player games...
I know that there exists a mod called AI campaign that changes a lot of things and boosts the AI to be more than a match to the human player, but that mod changes a lot of things in the game and my mod would change only a few small things...

The main use of the would be to be applied on top of the TDM mod, so the already strong AIs of TDM could be more challenging to the player.

I myself already use some of these changes on top of TDM, but i would like to hear from the players simples changes that could be implemented without needing to mod the AI in TDM (or the stock game), here are some of my suggestions:

- Change Resource Converters so the rate of conVersion is poorer (like 10 to 1 in the first level), since the Ai don�t use Resource Converters.

- Increase Fighters fuel consumption per turn to 10 times of the stock value, making use of them strategically prohibitive, since the AI don�t use fighters strategically, only using them in conjuction with carriers or in planet defense.

- Decresase Remote Mining components production to a fifth of the stock values, since the AI don�t use RM in any way.

- Make Training Facilities effects system wide, since the AI is not smart enough to stop ships in training planets so they can be trained, in this case we would increase the effects of psychic training centers that already have system wide effects so they continu to be a good investment - i�m a little in doubt about this one, the stock or TDM AIs contruct these facilities or not? if not, instead of making the effects system wide, we could reduce the effects so the human player would not have a too greant advantage upon the AI (changing the limits of training to a third of the current values would be perfect).

- Change the setting so that remote miing do not reduce planet/asteroids value (this one does not have anything to do with the AI, is only to correct a contradiction: if planetary facilities don�t reduce resources why RM components do?)

- Change the maps so there are no black holes in them (the AI is simply helpless with black holes).

I believe that these are simple changes that would allow a more challenging game from the stock or TDM AIs, but i wish to hear more sugestions and a suggestion for a name for the mod...


thanks.
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
  #2  
Old November 11th, 2004, 03:11 AM
Kamog's Avatar

Kamog Kamog is offline
Lieutenant General
 
Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
Kamog is on a distinguished road
Default Re: New simple mod idea

How about eliminating ring worlds and sphere worlds, because the A.I. doesn't know how to make them.
Disallow trading with the A.I. because it's easy to take unfair advantage of them.
Reply With Quote
  #3  
Old November 11th, 2004, 03:31 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: New simple mod idea

Quote:
Makinus said:
- Change the setting so that remote miing do not reduce planet/asteroids value (this one does not have anything to do with the AI, is only to correct a contradiction: if planetary facilities don�t reduce resources why RM components do?)
The AI never uses remote mining, so you might want to remove it anyways.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #4  
Old November 11th, 2004, 07:27 AM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default Re: New simple mod idea

My idea is not removing altogheter the gadgets that only the human player uses (since they add some spice to the game), but simply reducing their effects so they are not an averpowering advantage against the AI

Let�s say that, to compensate for these gadgets (already reduced in the mod) we would give the AI a small bonus, so the things got more or less even, but keep these gadgets in the game so the human player can choose to use them...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:57 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.