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February 22nd, 2001, 06:17 PM
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Sergeant
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SunDevil\'s AI Mod 1.02
AI Update 1.02
2/22/2001
For use with Space Empires IV Version 1.27
This is an overall update to the AI Diplomacy tactics for all default and neutral races.
LIST OF CHANGES/MODIFICATIONS:
MOD Version 1.02
1. Increased overall Intelligence and Research production.
2. Made the more peaceful races more forgiving and easier to give out and keep treaties.
3. Made the more aggressive races less forgiving and less likely to keep treaties.
4. Updated all ai_anger files with minor corrections.
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February 22nd, 2001, 06:23 PM
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Sergeant
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Re: SunDevil\'s AI Mod 1.02
My new mod also works with God Emperor's new mod. Each of us have updated different files.
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February 22nd, 2001, 06:52 PM
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First Lieutenant
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Re: SunDevil\'s AI Mod 1.02
I was wondering if someone would do this. Does each supplied race have a unique political/anger file or do they use one of the defaults. With only 4 defaults to choose from you won't get a lot of variety.
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February 22nd, 2001, 07:07 PM
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Sergeant
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Re: SunDevil\'s AI Mod 1.02
Yes, I updated and made each anger and politic file for each race differently.
What defaults are you talking about?
If you are talking about the personality group, (which is in the settings.txt) there are many more things to tweak and change to make each race different than just the personality group number.
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February 22nd, 2001, 07:31 PM
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First Lieutenant
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Re: SunDevil\'s AI Mod 1.02
I guess I was talking about the agressive, defensive and neutral ones in the AI folder and the one labeled default.
I looked at them and found very little differance between them and very little differance in the few race files I looked in. Each race seemed to use one of these 4 with only minor variations, particularly the politic one.
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February 22nd, 2001, 07:41 PM
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Sergeant
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Re: SunDevil\'s AI Mod 1.02
Nitram Draw,
The files that you looked at are files for any neutral races or for races that rise because of PPP in the acutal game and a new faction comes to power. But besides those four folders, each race in Pictures/Race folder has then own set of ai files. So actually if you looked at my mod you would see that I've updated all the races including the default,aggressive, neutral and defensive races as well.
There is many things that can be changed to make each race distinctive. All you need to do is compare my mod files to the default ones to understand what I am talking about.
[This message has been edited by SunDevil (edited 22 February 2001).]
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February 22nd, 2001, 08:03 PM
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First Lieutenant
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Re: SunDevil\'s AI Mod 1.02
I see  . I checked the Abbingdon and can see significant differances. I did not check them all so maybe the answer is in the files but is it possible to create a race that will not accept ant treaties?
[This message has been edited by Nitram Draw (edited 22 February 2001).]
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February 22nd, 2001, 09:18 PM
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Major General
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Re: SunDevil\'s AI Mod 1.02
sure is Nitram, not sure of the settings to do it but the anger and politics files could do just that. I'd look at the XiChung and see where they are set and compare say to a friendly race and make whatever race you make go even furether the nast-way than the Xi Chung (who are xenophobic).
Just a thought.
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February 22nd, 2001, 10:26 PM
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First Lieutenant
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Re: SunDevil\'s AI Mod 1.02
Thanks, I was thinking along those lines. Now if there was a way to automatically change the politic and anger files for my schizo race....
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