Lavo_2

Lavo_2

Joined Member # 4118112
1 Posts 129 Replies 1,713 Reputation

[quote who="ZombiesRus5" reply="80" id="3038636"]Well, thats my point of giving the AI better conditions and better opportunities to use abilities that make a difference. This can be done by giving them proper aiUse and aiTarget conditions, rebalancing AM and or cooldown costs, converting useless AM wasters to passives... Point is the AI needs help to be competitive as a lot of the more useful abilities get canceled out by other less useful abilities or drained to quickly because o

134 Replies 119,213 Views

[quote who="ZombiesRus5" reply="77" id="3038603"]What were the roles by chance? I've used up all 9 with siege and starbase constructor roles without any issues.[/quote] AntiModule, Siege, and StarbaseConstructor. I moved the former two off of the list, which is what fixed it. Seeing as how Siege works for you, odds are the AntiModule was the issue. [quote who="ZombiesRus5" reply="78" id="3038611"]Add additional targets per bank for their capital ships (easy) <br

134 Replies 119,213 Views

[quote who="ZombiesRus5" reply="72" id="3038338"]Right, NotOnPage has the same rules as the pages. It's limited to frigates only and has a max count of 9 even though there is not an actual build menu.[/quote] I am well aware of this. I was using 9 of those slots at first, it was only once I moved two of the ships to the regular frigate menu that the MDs stopped occuring. As I said, it utterly puzzles me, but it works. [quote who="ZombiesRus5" reply="73" id="3038339"] I thi

134 Replies 119,213 Views

A little update... For whatever reason I haven't been able to put all my filler ships as NotOnPage ones without causing an MD. Though I've been able to limit the actual frigate pages to two ships, the fillers for AntiModule and Siege. The capital ship auto-leveling has also been implemented and is functioning as intended.

134 Replies 119,213 Views

[quote who="TobiWahn_Kenobi" reply="2787" id="3038258"]As for Lavo_2's suggestions, after testing it out a lot today I must say I couln't get it to have any effect on the AI research. To be honest, nothing seems to have any effect on the AI concerning research.[/quote] If you want, I can look at the files for you and see if it's coded up right. Just need the filler ship/research/player files.

5,473 Replies 14,251,087 Views

[quote who="ZombiesRus5" reply="68" id="3037798"]There are two modifiers that explicitly control this. modifierType "ExperienceConstantGainRate" modifierType "ExperienceConstantGainLevelCap" These modifiers are part of the core game in the RESEARCHSUBJECT_CONSTANTEXPERIENCE.entity file. You need both as one defines the continuous increase and the other defines the cap at which it stops.[/quote] Thanks, will look into this. [quote w

134 Replies 119,213 Views

[quote who="ZombiesRus5" reply="66" id="3037583"]Autoleveling capital ships[/quote] Not to derail, but how do you go about implementing this? I ask mainly as I've tried doing a similar thing for the AI before, making the first two level upgrades cost nothing, but if you could make a process automatic it would work far better. [quote who="Sinperium" reply="60" id="3037230"]In an ultimate scenario, you could create three new player types which would be the AI variants--allow

134 Replies 119,213 Views

[quote who="ZombiesRus5" reply="59" id="3037224"]For the research trees it doesn't require any modification to the existing tree with how I'm implementing it. ...Lavo's also done the ResearchFrigate in the actual build menus with special text which would work too. [/quote] Confirming both of these. I'm testing using the actual frigate menu vs. notonpage. I will report back with my findings after a few tests.

134 Replies 119,213 Views

[quote who="AaronLP" reply="17" id="3036982"]i have blender at the moment, xsi soft image wouldnt install, and i couldnt find the trial version for 64 bit win 7. and blender is free [/quote] Softimage is free.

26 Replies 14,441 Views

Is it possible to modify the cost and time of buying capital ship levels? Second, as I don't see a option in GalaxyScenarioDef to specify, when making groups for a planetItemsTemplate whether the player is AI controlled or human controlled. I request Ironclad, if they have not done this already, to implement this. It would result in a nice amount of options for modders.

2,761 Replies 7,653,902 Views

[quote who="GoaFan77" reply="471" id="3036819"] Each time you load a map, you may find random neutral colonies at any given planet. If this is something that hasn't been done before and there is interest, I may make a small mini mod that shows how to do this.[/quote] Define "neutral colony". If you mean having a planet colonized by milita, without having it spawn with a colony frigate, I've done this before personally. If you mean a neutral player that owns a p

2,761 Replies 7,653,902 Views

[quote who="ZombiesRus5" reply="44" id="3036623"]I actually think the AI could be more effective if it didn't rush to 8 research labs so quickly and instead focused more on lower hanging fruit and fleet. I personally think this is another reason the AI got easier after the last round of Diplomacy changes for the pact system and enabling super weapons for the AI. [/quote] I agree with this. Your bit on the supply/ship stuff is quite useful Zombie, I'll do tests on that if I get

134 Replies 119,213 Views

[quote who="AaronLP" reply="5" id="3036217"]what program would you recommend for actually modelling the ships and which format changing program incase the modelling program saves it in a different format and there is not an option for .XSI.[/quote] 3ds Max and .obj. Softimage will import .obj without issue.

26 Replies 14,441 Views

[quote who="ice27828" reply="41" id="3036104"]Can anyone test these new AI stuff to see if this really changes the game.[/quote] You can force the AI to research things it would not otherwise research. This much has been confirmed and tested. One can also use this to make an off-grid technology item that gives the AI a nice boost, whether it be economic, military, or both, to boost it's difficulty.

134 Replies 119,213 Views

[quote who="Dragunov123" reply="2987" id="3036029"]I have got another question. Is it possible to modify the quantity and type of ships which the AI build?[/quote] Quantity not really, type somewhat. You'd have to play around with the frigateRoleType values. As for quantity, the AI doesn't tend to "spam" ships, however I've found personally that if you give a ship the frigateRoleTypes of Support and Lrm, that the AI loves spamming you with dozens of those ships at times. <

5,100 Replies 12,732,146 Views

[quote who="dolynick" reply="41" id="3036047"] I'd have to check myself. The readme for any of my mods should tell you which version of Sins it's for, right at the start of the file.[/quote] Says it's for v1.05; so I assume it's an older version.

98 Replies 70,273 Views

[quote who="ZombiesRus5" reply="37" id="3036026"]My observations so far with this approach is the AI likes to research the 1st pre-requisite but doesn't seemed to concerned about the second pre-requisite. I'm going to do a bit more controlled testing here to confirm, but so far I've put high priority techs I want researched as the first subject.[/quote] I've seen that the AI researches both; though mind you most of the time I have one of the "chains" set to the second

134 Replies 119,213 Views

[quote who="SemazRalan" reply="33" id="3035933"]Well, I really don't think we have any free ship slots tbh. lol. Dummy ships, not put into playerX.entity file at all, are going to have to do it. I've got dev.exe running 8x speed and plan to check it in 6 hours when I wake up. Hopefully, the AI has chased right.[/quote] You don't have any open capital ship or structure slots? And in 6 hours, odds are the AI will have researched everything regardless.

134 Replies 119,213 Views

[quote who="Sinperium" reply="14" id="3035736"]I will design my own cargo array and beg for help to have it made into a mesh. Begging...it's a skill.[/quote] If it doesn't have any weapons or engines on it I can rig up whatever you need; just send it to me in .3ds, .max, or preferably, .obj.

18 Replies 63,341 Views

[quote who="SemazRalan" reply="29" id="3035892"]I don't mind rewriting 12 different races if it tricks the AI into researching better. It's a pain in the ass is all, but more than doable since I've rewritten Atlantians, Empire, KzerZa, Rogue, Taalo, Arilou Wps, and a 12th Race for 7DS.[/quote] But that's wrong... You aren't "rewriting" a damned thing. All you're doing is adding in a bunch of research items. As you've rewritten all the races already, t

134 Replies 119,213 Views

[quote who="dolynick" reply="32" id="3035792"]I am only updating GalaxyMod for Diplomacy these days, but I more than likely still have the Entrenchment v1.051 compatible (last one I updated to) version kicking around. I no longer host it but I could make it available to repost if you'd like to maintain the download.[/quote] Would that happen to be e1.02? As if so, I have a copy of that and can/will maintain the dl link for it for this thread.

98 Replies 70,273 Views