WHAT THE HELL, you are really nice people that you take the time to answer such a post. Don't forget that there are many people appreciating your work and wait patiently without posting. [e digicons]^_^[/e]
Quiet_Man
at a first glance the idea to separate by Sins version sounds good. on a second thought it might split the community and basic questions will be more harder to get answered? What about a separation by "Modding Tech Discussions" and "Talk specific Mods"?
and a message from my son (11 years old). I was explaining him that some people simply like to bash things by using forum trolls as example. They bash other peoples work without knowing the effort or producing something useful themselves in contradiction to an discussion between people trying to improve. He asked me to post a message about how good your mod is and how much fun he has with it. Hmmm, I might better stop posting stupid stuff until I know more and can suggest some
@Major Stress: I will do @psychoak: I can send you the files with my AI mod. If you send me a message with mail or upload location. In an attempt to drive you crazy I was thinking about the Ion torpedoes better being none stacking [e digicons];)[/e] . As the damage is very little the disabling effect is much more important. If you fight
As I play mostly "role playing" I love the cosmetic stuff [e digicons]:fuzzy:[/e]
ah ok, I missed the apply to self. I assume the the damage is reduced by armor, cause I had several ships attacking on enemy capital and incidental it lost 3000, which lead to my assumption that something is not right. Sorry for the confusion.
I don't think so, the ability entity already has "enemy" as target. Or did you do any trick to move it back to the caster? Edit: Just looked at is again and I can't see any trick. Also the activated and charging Buff have endingconditions "TargetIsFriendly", which to my understanding wouldn't make the Buff work on own ships.
I just recognized (playing the Romies [e digicons]O:)[/e] ) that the Ion Torpedo does not stack. I looked at the files and it seams there is accidentally a stacking limit 1 on the charging Buffs.
Here comes my little AI "mod". It is not really a mod as it is basically only two simple research items: Research A is a Tier 0, no cost, early research giving the AI an income bonus while making research more expensive. This way most of the money is going into ships and the AI can build a decent empire while not overtaking the player on research. There is a certain random factor about when the AI decides to do this research, which actually adds to game play as AIs develop differently
hmm, it seams to be driven also by resources. The AI seams to have some sort of an action cycle. When is comes to building ships and it can afford only cheap frigates, it will build only them instead of saving resources for larger ships. Depending on the situation good or bad thing. Occasional I saw AI with large fleets of light frigates.
hmm, seams "no", except defining a complete new race. I try to keep the changes from my "mod" at minimal. The only "irregular" setting I have is to keep the research for AI in an undefined block, so players can't see or use it. I don't want to mess around to deeply in the game functions, just adjust settings.
Hello, I'm looking for a way to disable building of certain ship types. Anyone has an idea? Is there any workaround e.g. by setting the cost for the specific ship type very high? As few might know I'm working on an "AI mod" (it is not really much of a mod). One feature is to give the AI special ships, like capitals with 0 fleet support requirement (while reducing the AI overall fleet support capacity) to counter the AI tendency to focus on cruisers and frigates. This would als
specifically at a star there are a few ways to "beat" the AI, just build four Starbases and build lots of bombers. As Federration the Starbases can even heal each other making them nearly indestructible and the Fed super heavy super fast bomber will take out complete borg fleets. I try to keep stars logistically not relevant when I make own maps for AI play. The main problem with cloak and AI seams to me that the AI will not use their "force uncloak" abilities.
[quote who="psychoak" reply="3436" id="3114173"]You need to change the allied victory settings. [/quote] hmm, tried it, but as soon as the other enemy give up my allies start fighting each other, whatever their relationship is.
It is just the capital letter go faster through the brain, only minor issue but many people might get distracted like me? Thanks for changing it. PS: I'm not repeating how great this mod is, still thank to all involved making it. Also good news that myfist0 continues, hopefully also on this mod [e digicons]:thumbsup:[/e]
could you make the "UPDATED" from the header small letters? Always when I enter the forum I go YEA ... Oh ... ah .. no ... [e digicons]^_^[/e]
@ G-ADM_Prawn : I pretty much agree with you. It was just that from your text the Romulan appeared to have no strong fleet. Regarding the playing, I'm more into the role playing. I setup a random Galaxy and try to "save" as many races as possible by making alliances (which pretty much fits the Federation). Sadly the developers "limited" the diplomacy AI by not allow
Good news, another one: [e digicons]:beer:[/e]
@ G-ADM_Prawn : Very good writing. Not sure if I understand SOA2 that much, but with the Romulan fleet support bonus, their strong heavy cruiser and the D’Deridex ability to "spit out" (it looks so [e digicons]|-)[/e] ) more cruisers, they can have an incredibly strong late game fleet. General question: The torpedo damage for most races looks relat
what a show [e digicons]:beer:[/e] People mod for different reasons and with different goals, but most look for recognition of their efforts. I admire small changes and big mods. Most moders doing big mods started with small changes and doing anything is better than nothing.
a little update: I was playing a some test games and it works fine. If you enable the debug log you get some messages about research being out of frame. But no dumps even on very long games. The games where much more interesting. With the hidden research you can tweak the AI to perform much more "similar" to a human player. "Similar" but not "same", as the AI will have more ships to compensate his bad management. But research and overall performance will depend on number of pl
you do a great job on this. The "emotions" factor of this mod is top quality. Your music and ambiance guy has done a professional job. The abilities a fitting and innovative. The model look good. This is one of the best mods I have ever seen.
@Major Stress The results are very promising. But I don't count me as a good Sins player, so other need to test this and balance it. I changed the research (see first post) to what I currently use for my AI Borg. In addtion I copied the cubes to _AI versions with slotcount = 0 and research dependencies e.g. for the battleship: Prerequisites NumResearchPrerequisites 2 ResearchPrerequisite <br
Hello Lavo_2 , yes the increased research cost is intended. As I explained in the first post, if research is too cheap for AI resources, the AI will create a long research queue, with the risk of adding new ship designs. I will then put this ships into its ship build queue and then sit and wait. So what you need to do is to give the AI more resources ( Incom
[quote who="psychoak" reply="3237" id="3055520"] for the case you haven't recognized it: The Dominion Siege Capital Ability "Glory to the Founders" seams to cause a slowdown every 5 seconds Peddle faster. It applies a replicating addition based on available targets. The more Jem'Hadar you have around, the more entities it creates. I'll see if I can't get it working more smoothly,