.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
  #11  
Old April 9th, 2001, 05:23 PM
Alpha Kodiak's Avatar

Alpha Kodiak Alpha Kodiak is offline
Captain
 
Join Date: Jan 2001
Location: Chandler, AZ, USA
Posts: 921
Thanks: 0
Thanked 0 Times in 0 Posts
Alpha Kodiak is on a distinguished road
Default Re: The Rage Collective v1.2

Another thought hit me as I was driving to work:

One problem that I have seen early in the game is that the AI queues up three or four items in the construction queue and never removes items from the queue. So, the Rage may have three colonizers queued up in the only shipyard when they are attacked. Even if they shift to a war footing, it may be six turns before they start building a warship.

Is there any way around this that any of the modders know? Ideally, when the mode shifts, the queues should be redone to match the new requirements. Either that, or there should only be one thing in each queue at a time so that they will adapt to the new circumstances faster.
__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)

Ursoids of the Galaxy, unite!
Reply With Quote
  #12  
Old April 9th, 2001, 05:36 PM
Tampa_Gamer's Avatar

Tampa_Gamer Tampa_Gamer is offline
Captain
 
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
Tampa_Gamer is on a distinguished road
Default Re: The Rage Collective v1.2

Alpha - no way that I know of to prevent this. We actually wanted this for a long time b/c in earlier Versions of the AI there was a severe problem with them having NO queues filled. Now of course, we have the opposite problem b/c the AI is not checking their maintenance restrictions as to ships. I think this is supposed to be fixed in the next patch and could help the "multiple queue" problem you pointed out. Otherwise, you can make sure the exploration queue is minimal so that when it flips to the attack/defend queues (where they spend 95% of their time) there won't be problems.

Of course, the ability to call ships based on "design name" intead of "design type" would help alleviate this problem
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
Reply With Quote
  #13  
Old April 9th, 2001, 06:36 PM

Atraikius Atraikius is offline
Second Lieutenant
 
Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
Thanks: 0
Thanked 0 Times in 0 Posts
Atraikius is on a distinguished road
Default Re: The Rage Collective v1.2

If you don't mind me suggesting;

You could split the initial 3 colonizer so that they build 1 colonizer, 1 turn of sattelites, followed by the other 2 colonizers. Then they would have the satellites to help slow down the attacker until they start building warships.

In the Anger file, you could set the attacking stalemate anger to a slight positive with the defending stalemate a large positive. Since stalemates are frequently seen when attacking a planet that has too many defenses or population and require more than 1 attack to finish them off, this should either keep them attacking, or help them build up the anger to defend themselves better. Set the Attacking win anger as a positive, and the attacking lose anger as a good sized negative, then if they are winning their attacks they should keep attacking, while if they are rutinely getting beet, they should make peace and stop throwing away ships. And finnaly set both defending win and defending lose to good sized positive values, because in either case they are being attacked, and if they aren't in a war mode, they will need to be.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 11:50 AM.


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