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  #1  
Old February 22nd, 2001, 05:33 PM

God Emperor God Emperor is offline
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Default v1.27: Have fixed AI_Research files - again....

I have posted a mod for the AI_Research and AI_Design Creation files.

Also included in this mod are the two dummy techs Filler Tech 1 and Filler Tech 2, which required modifications to the Tech Area file and the AI_Research files.

Once again I have made significant alterations to the AI_Research files to optimise the research paths and to fix some mistakes and omissions.

In fact, even after my mod it should be noted that some races will never build troops, fighters or mines and will only build armour very late in a game. I thought that these may have been done deliberately as racial distinctions so I made no change, but I thought I'd highlight it in case you guys thought some races were doing odd things (and play balance was affected).

Also attached are modified AI_DesignCreation files for all races that I have.

For the standard races, the only change is to the amount of armour and point defence that AI ships will carry, and the amount of point defence that AI weapons platforms and bases will contain.

For the non-standard races, I have made some modifications to their abilities to reflect my own personal preferences. These races have AI_General files included as well.

The mod appears stable with v1.27 and the AI builds some very tough ships as it spends less time researching theoretical techs early on and packs lots of shields and point defence.
Be prepared to be challenged!!!! Be warned!!!

The Component file has been modified to reduce the space allowance requirement for point defence from 20kT to 15kT (I suggest humans players still build as though they cost 20kT),

Two TechArea files have been included. Both allow for Point Defence at game start (subsequent research costs have been increased a bit though),but, TechArea_PD_Destr allows Destroyers at the game start too - a favourite of mine.

Anyway, I hope you enjoy the mods and I look forward to any feedback you may have.
Regards,

God Emperor
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  #2  
Old February 23rd, 2001, 02:19 AM

Tenryu Tenryu is offline
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Default Re: v1.27: Have fixed AI_Research files - again....

Thanks GE. I found this Mod of yours in 1.19 did significantly make the AI nastier! Even though I left the PD size at 20KT.
Nice work.
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Old February 23rd, 2001, 03:19 AM
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Default Re: v1.27: Have fixed AI_Research files - again....

Thanks GE, I found my crabs, the Brachyura weren't using the organics they researched...after applying your MOD they did within 2 turns.

Thank ya veddy mucho!
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Old February 24th, 2001, 03:06 AM
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Default Re: v1.27: Have fixed AI_Research files - again....

GE< keep getting the following error message with the Phong, Sergetti and EEE after clicking end turn and they go to their turns (Phong are #2, Sergetti are #4 and EEE are #5).: Unknown value " FillerTech 1" for Tech areaName in record "Filler Tech 1". and Unknown value " FillerTech 2" for Tech areaName in record "Filler Tech 2".

just to let ya know. no other problems (not sure this is, other than being annoying).

[This message has been edited by pathfinder (edited 24 February 2001).]
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Old February 24th, 2001, 03:33 AM

Tenryu Tenryu is offline
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Default Re: v1.27: Have fixed AI_Research files - again....

quote:
Originally posted by pathfinder:
GE< keep getting the following error message with the Phong, Sergetti and EEE after clicking end turn and they go to their turns (Phong are #2, Sergetti are #4 and EEE are #5).: Unknown value " FillerTech 1" for Tech areaName in record "Filler Tech 1". and Unknown value " FillerTech 2" for Tech areaName in record "Filler Tech 2".

just to let ya know. no other problems (not sure this is, other than being annoying).

[This message has been edited by pathfinder (edited 24 February 2001).]



Pathfinder,
I'm not sure if you did this or not, but you need to put the Filler Tech areas in your techarea.txt file, look at the end of the file TechArea_PD.txt that was included in the zipped stuff. Either cut and paste those files into your TechArea file or replace your whole file with the one included.
That might be your problem. Not sure though as I haven't been using any Mods yet with 1.27b until I get the feel of the new junk.
Hope this helps.
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Old February 24th, 2001, 03:37 AM
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Default Re: v1.27: Have fixed AI_Research files - again....

ahhhhh...okey. ah was wondering how I was supposed to incorporate those files...

DOH!

Thanks...

Yup, that did the trick!

[This message has been edited by pathfinder (edited 24 February 2001).]
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Old February 24th, 2001, 04:51 AM

God Emperor God Emperor is offline
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Default Re: v1.27: Have fixed AI_Research files - again....

Hi guys, have been playing a rather interesting and tough game, and as a result have updated my mod a little, as follows;

V1.27b Research Files and AI_Design Creation Files

This update does the following;
1) Doubles the subsequent research costs for point defence (seemed appropriate given that my mod allows PD lvl 1 from game start in my earlier mod),
2) Reduces the number of point defence slightly from my earlier mod, for ships, bases and WP's,
3) Fixes some errors in my earlier Klingon_AI_General file,
4) Tweaks the Jraenar research queue a little to improve the efficiency of their researching,
5) Deletes missiles from the Borgs ships and bases (in the research file that I obtained for the Borg, they never do any further research on missiles). I did leave missiles as a secondary component for their WP's though.

Hope you enjoy and dont get too agro at me for updating it so soon.
Regards,

God Emperor
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