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Old February 18th, 2001, 06:55 AM

Sinapus Sinapus is offline
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Default Making neutrals a bit tougher...

Would taking the EA's construction, research, design creation and other files and putting them into the neutral race folders (rename them, of course) make the neutrals a bit tougher? Or at least maximize the few planets they'll have, maybe?

I'm going to see what happens, I guess.

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Old February 18th, 2001, 07:31 AM
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Default Re: Making neutrals a bit tougher...

hehe, probably would and/or giving them some advanced traits (organic or temporal or whatever or maybe just up some of their characteristics; course that means the appropriate AI files have to made )
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Old February 18th, 2001, 09:57 AM
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Default Re: Making neutrals a bit tougher...

Im experimenting with some neutral AI files right now, I gave them religious tech, since that's good for defense, and for increasing production a bit, they also build a lot of units. But I'll wait untill after the patch with making any more changes....

It works fine so far, but ofcourse a neutral can never defend for long against a full grown empire.
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Old February 18th, 2001, 10:56 PM

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Default Re: Making neutrals a bit tougher...

Well, I limited the test to the Neutral001 race (Borobda) and they certainly build a lot of fighters, which are hard to shoot down.

I did notice that they all had small depleted uranium cannon I's, so I went back in and added projectile weapon 3 to the research que. Hopefully this will result in a bunch of fighters w/small DUC III's which will be even more painful.

I know they won't be able to stand up against a multi-system empire for long, I just wanted to make them a bit stronger and more difficult to steamroller over. Of course, the AI empires may have increased problems dealing with them.


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[This message has been edited by Sinapus (edited 18 February 2001).]
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Old February 19th, 2001, 12:31 AM

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Default Re: Making neutrals a bit tougher...

I Play SE IV using the game's limits to as far as possible. The combined Modder's pack 1.50 gives a good challenge. I use these races, and some others, as Human players first and later I turn over control to the computer, after turning on the complete AI. Mephisto supplied me with two extra races including AI files, and they are doing rather well. Guess they will be published within a week or two. Having all those nasty enemies around it's nice not all neutrals are nasty also. Depends on your taste, of course. . Now let's wait for the upcoming patch to see if we need additional challenge to the improved AI or not.

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Old February 19th, 2001, 01:09 AM
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Default Re: Making neutrals a bit tougher...

hehe, me I am just adding characteristics to the 4 additional ones I d/l'd from US...neutrals 7-10. and adding what IMHO are appropriate (if any) race traits. haven't dove in contruction & research...yet.

[This message has been edited by pathfinder (edited 18 February 2001).]
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Old February 19th, 2001, 09:22 PM

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Default Re: Making neutrals a bit tougher...

Neutrals are very limited in what you can do to mod them. They cannot have any non-average values nor any racial abilities (special techs, ancient race, etc). And they only use a few of the AI files. Most of the files come out of the neutral directory and apply to all of them. That said, you can alter their tech research patterns and their anger file and their ship design file.

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