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October 31st, 2002, 03:55 AM
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Second Lieutenant
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Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant
I have posted updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant 1.78b in the Races archive.
In this update I have again focussed on the DesignCreation and Research files of my AI. I believe this Version to be v1.78 compatible (have played a couple of games without any problems - longest length 90 turns, in progress).
In my play tests with 19 Modpack races, I usually find 3 of my AI in the top 6, so they are pretty good at expanding and snotting other AI. All feedback is welcome!
DesignCreation.txt:
I have changed the weapon selection slightly. AI will now use engine overloading weapons as a secondary selection.
Colonisers now have Combat Sensors.
Research.txt:
The Research tree has been extensively modified in the later stage of the game to prioritise those tech's that an AI really needs to be robust (eg: large spaceyards and stellar manipulation have been advanced whilst some less useful tech's have been pushed back).
Components.txt
The Family Group number of Borg Null Space Projectors has been given a new designation - different from that of regular Null Space Projectors.
Regards
God Emperor
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October 31st, 2002, 03:56 PM
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Corporal
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Re: Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant
Do you have a link to this archive. How do these races compare to the TDM mods of the same races? Thanks!
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October 31st, 2002, 10:19 PM
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General
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Re: Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant
Quote:
How do these races compare to the TDM mods of the same races?
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God Emperor is the one who wrote these races' AI for TDM.
Doesn't anybody ever read "readme" files?
[ October 31, 2002, 20:20: Message edited by: capnq ]
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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October 31st, 2002, 10:27 PM
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Colonel
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Re: Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant
I dont know how soon would i get gold, but...
in my TDM for SEIV various races lack good AIS - most of the original races, like the Eee, Cryslonite and such. Are there any good AIs for these for 1.49? and are there any for 1.78 anyway?
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Green bug from outa space!
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November 1st, 2002, 12:01 AM
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Corporal
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Re: Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant
Taera:
sorry for the shameless self-promotion, but coincidently I just posted my Version of the EEE in the scenario/mod forum. Unfortunately, they are written for v1.78.
BTW is someone interested in playtesting a psychic/religious race called the Gron (using a great shipset created by Richard Meic)?
God Emperor:
Just downloaded your upgrades. Looking forward to try them. Met their "ancestors" quite often while testing my races. There were many great battles with hundreds of fighters against the Praetorians. Sometimes "I" lost, sometimes "I" won but it was pure fun each time.
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homo homini lupus est
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November 1st, 2002, 02:34 AM
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Second Lieutenant
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Re: Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant
Groan....
Yes, a bug has been found (thanks to Capnq!).
@Capnq,
Thanks for the email regarding the Weapons Platform issue. I hadnt spotted the issue being raised before.
The problem occurs because I didnt have a large enough size spec for the WP entry and the AI would use the default files once it got large WP's (mainly a problem with All-Tech because large WP's are researched only very late in the tech trees of my AI).
Anyway, I have posted revised AI_DesignCreation files in the Races archive. Many thanks again for alerting me to the problem.
Regards,
GE
@Rexxx,
Thanks! And hope you enjoy the latest AI....
[ November 01, 2002, 00:39: Message edited by: God Emperor ]
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November 1st, 2002, 02:43 AM
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Shrapnel Fanatic
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Re: Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant
Good work GE. They play well.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 1st, 2002, 09:06 PM
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General
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Re: Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant
Quote:
The problem occurs because I didnt have a large enough size spec for the WP entry and the AI would use the default files once it got large WP's
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I was seeing this with Small Weapons Platforms; I don't think they ever researched larger ones.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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November 2nd, 2002, 03:48 AM
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Second Lieutenant
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Re: Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant
Capnq,
Hmmmm, I'm not sure why the small WP's arent following the DesignCreation file then.
Was the game you were playing All-tech? Am going to need some info on your game settings as nothing comes to mind currently.
Regards,
GE
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November 2nd, 2002, 11:42 PM
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General
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Re: Updated Jraenar, Klingons, Praetorian, Romulans, Shadows, UkraTal and Borg Variant
Quote:
Was the game you were playing All-tech?
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Nope, low tech start, high cost, 100K resources.
The complete game settings are on the Game Info page for Turn Blitz #1, if you need them.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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