[quote who="WarNeck" reply="59" id="3458869"]Just wanted to add a few about the vanila AI. That if planets are owned by rebels (usually only happens when u urself makes a map and adds high rebels on planets), then faction/races such as techs will not grab planets into midgame at least, because they research "friendly" with planets somewhat early. Therefore when playing against techs make sure that ure premade map does NOT have high rebels/neutral on planets. So that the planets are
Delnar_Ersike
[quote who="KarlBar99" reply="2255" id="3458864"]Sorry to be clear, the drag and drop .bat's i'd been using previously, (i.e. while in searched for the mass converter, which as i said where too slow), the bin to txt converter will convert the entity files to .txt, (with txt content), but when you use the txt to bin converter file it changes the extension back along with the contents. Hope that makes sense.[/quote] [quote who="harpo99999" reply="2256" id="3458865"]the gam
[quote who="KarlBar99" reply="2247" id="3458835"]Been a while since i modded SoaSE and unfortunately my mass converter.bat files have gotten lost somewhere, can't find them at all. Could someone just remind me what the code for that was bat files that convert everything in their current folder? Also on that note, if a mod sees this, the modding tutorial thread needs an update/cull as it's all links which are all broken by the users site being shut down.[/quote] ...a
[quote who="ParadePartizan" reply="2244" id="3456498"]So I am playing Armada 3 at the moment and I have noticed that the AI even on the hardest setting does not care much about military research like increased weapon damage and more hull/shields/armor. I would like to change that on my own rather than hoping the devs will do it some day. Where can I change the research behavior?[/quote] [quote who="GoaFan77" reply="2245" id="3456513"]You cannot. The AI always prioritizes getting new s
[quote who="moncho63" reply="78" id="3454740"]Is there a way to convert the entity file to text. if yes tell me how[/quote] Use ConvertData_Rebellion.exe, which is found in your Sins of a Solar Empire base game folder. The program is a command line application, meaning you have to use it from command prompt. It's base syntax is ConverData_Rebellion.exe <format to con
[quote who="Xonal" reply="56" id="3451160"]Does anyone know if this mod is compatible with Star Trek Armada 3? I've seen one of your fixes is to curtail the spam of anti-structure frigates which is pretty much the same problem in ST:A3 also![/quote] The mod itself is not compatible; even a direct port wouldn't work, seeing as STA3's frigate and capital ship dynamics are quite different from the original game. However, there is no reason why a skilled and/or dedicated modde
[quote who="Seleuceia" reply="2234" id="3450689"]Anyone know how to get "moons" to orbit planets? Getting the moon to spawn is easy enough (I'm using the asteroid def), but it just sits there and rotates about itself (just like asteroids and the like do), it doesn't rotate around the planet... I know there was a planet mod that succeeded in doing this but I don't remember which one... I thought maybe I could try moving the center of the mesh t
[quote who="Icemaniaa" reply="69" id="3449245"]1. AI Minefield Spam. I've always found that clearing minefields takes a lot of fun away from SOSE (nothing unique to STA3). Suggest toning down AI minefield spam tendencies a little, if possible. Or can ship automation be improved so less micro is required?[/quote] If you aren't concerned about multiplayer, use Notepad to open up the mod's Gameplay.constants file (it should be in the Game
[quote who="ParagonRenegade" reply="2222" id="3449411"]This makes me sad and it'll make you sad. Can't find a single post which outlines what you actually write in the prompt. lol. I know, this is getting old. I wrote "start ConvertData_Rebellion.exe entity CAPITALSHIP_TECHBATTLESHIP"[/quote] Based on the stuff you've been trying, the command prompt tutorials you read must've been quite bad. The batch files should do the trick for now, but the
[quote who="ParagonRenegade" reply="2217" id="3449389"] And of course, "The system cannot find ConvertData_Rebellion.exe". Well... shit.[/quote] I take it you didn't actually read some command prompt tutorials before trying your luck. As I said, if you've never used a command line before, read some tutorials on how to do things like changing your directory (it's "C:\Users\[Default User]" by default), copying files, deleting files, running
[quote who="ParagonRenegade" reply="2214" id="3449337"] Help! I'm shockingly incompetent! Seriously, I'm the stupidest shmuck to grace this green Earth. I'm looking to modify a few ENTITY files (Like the one for the Kol, starbases and a few techs), so I copied them to a new folder. I tried to use the "ConvertData_Rebellion.exe" and... well... nothing. Clicking it, running it, double-clicking, running as administrator, everything fails to open
[quote who="teeheez" reply="2210" id="3447803"]Know of any way to put multiple planets in 1 gravity well?[/quote] If it's two colonizable planets you're looking for, I think that's impossible; the best you can do is put the two planets' gravity wells extremely close to each other, possibly with a dummy, invisible object that buffs ships so they have instantaneous phase jump chargeup speed. If you're OK with having one of the planets uncolonizable, you could
Updated the mod to v0.50; changes include frigateRoleType edits to heavy frigates and utility frigates, changing the Space Egg's roleType to COLONY (from Invalid, which was likely an oversight by the devs), changing aiRetreatThreshold to 0.3 (from 0.2, unmodded was 0.25) after much deliberation and multiple test runs, a slight increase in the AI research check frequency, and slightly increasing the priority value for all techs that give some sort of an economic boost (eg. cargo hold size
A simple idea, but an excellent one nevertheless. Now that I think about it, it's quite odd that Random Maps weren't made like this to begin with. Any chance of making a "Fair" variation as well (which would be quite difficult, seeing as pirates will always be much closer to some people than to others)?
[quote who="Darvroth" reply="4423" id="3445628"]Found another problem with the DB. The Frigate flag ship has statCountType "CapitalShipBattleship" and frigateRoleType "Invalid" which is not in the DB. I can do up the rest of the entity files but I suspect that is a key AI feature. If I encounter any other unique additions I'll let you know.[/quote] I've been messing around in vanilla Sins to try to get the AI to use their Flagships aggressively, but to no avail. This includes
If you really want the sound to play, I guess you could create an ability with autocast on, 0 AM cost, and a ridiculously long cooldown (we're talking 6 hours+ here, just to be on the safe side), and have the ability simply play the sound you want. It's a very dirty solution, I know (it takes up an ability slot + the player could be confused by an ability that is always on cooldown and doesn't do anything), but like I said, if you really want the sound to play...<
[quote who="Makon86" reply="7" id="3444508"]No i think the distance to render is hardcoded.[/quote] Stumbled across this while mucking around with Gameplay.constants: [quote] zoomDistanceLevel0ScalarForPlanets 1.5 zoomDistanceLevel0ScalarForNonPlanets 5.0 zoomDistanceLevel0 1000 zoomDistanceLevel1 65000 zoomDistanceLevel2 4000000 nearFarThre
[quote who="GoaFan77" reply="963" id="3444851"]I actually did tests on this one and the result was a major AI performance reduction, which makes me wonder if you did all these things you're recommending or you just looked at production numbers, which do not tell the whole story. Giving a carrier unit a "Minelayer" roletype will cause the AI to act very weirdly with them. It seems that when a carrier is built, it decides if the carrier should be a traditional carrier or a minelayer. If it
The biggest of these allows travel between different star systems to be much quicker. Jumping between different solar systems is now 50% faster, and ships can now move 50% faster while in Star Gravity wells, so it doesn't take forever to move your fleet across a star. This change was implement to try and improve the performance of the AI on such maps, as it appears they take travel time into consideration in deciding what planets to attack and thus often ign
Here might be an odd way of doing it: have certain types of home planets only colonizable by one race (eg. DesertHome by Advent Loyalist, TerranHome by TEC Loyalist), then include only one of both planet types in the map. If you want other factions to still be able to colonize a planet that was a faction's capitol, just have the first fleet supply tech unlock colonization for those planet types (or alternatively, have the unlock tech be free and level 1). Note that this would probably onl
[quote who="WOEaintME" reply="4" id="3444221"]I feel like you mean make the gravity wells touch but make a mod to increase the time required to travel. This would allow gameplay to occur the same as it currently does because jumps between gravity wells would take longer but the distance would be reduced, thus helping the AI. In mathematical terms, assume we currently have a planet spacing of 1 unit and our ships travel through phase space at 0.1 units per second, this means it take
As Goafan said, the AI doesn't play well on maps with large distances between colonizable gravity wells; multistar maps are the most common case, but the AI will display the same problems on a single-star map if you, for example, place a very good planet incredibly far away from all other gravity wells. It is important to note that the AI cares about distance only: for example, even if you have a wormhole next to said incredibly far away planet so that players could travel to instantaneou
[quote who="AceXMachine" reply="2180" id="3442352"] Yea, I have noticed that too. But more often than not, recently I might add, its this one race which seems to never scout/expand where the other 2 do most of the time. I have been making alot of changes to this race recently but don't know what I could have done to cause this behavior. Does it "confuse" the AI to assign multiple roletypes to frigates?For instance, I set my siege frigate to "Seige" and
I'm starting to love/hate these tangents, but I'll keep the replies concise to minimize blocks of text. @StormingKiwi: Sure, a new setup would confuse humans just as easily, but humans can adapt and "change their hardcoded definitions" on their own, if you will. Having the AI query all possible actions, spells, and techs for every unit in the game to automatically account for any modifications would be a step in the right direction, but by then you'd essentially have to ma
[quote who="StormingKiwi" reply="47" id="3438868"]The situation that the AI didn't know about it was not recognising that units were being repaired by workers, so it gave the workers a lower threat than they deserved, and took more casualties against the units being repaired than it expected. It's strategy still caused it to win the match. It also created the strategy it used without explicit programming. I suggest you look up the articles written about it, as my paraphrased understan