Search found 13 matches

by Madrigal
Sat Jun 02, 2012 9:10 am
Forum: Fixing it ourself
Topic: Some interesting results after heavy tweaking
Replies: 94
Views: 100479

Well, I was not far from being done... Among novelties, all starting planets were reworked quite a lot 8) perhaps during summer I can take a final look and release it... The main problem I saw is that the AI is really difficult to steer in the right direction, often lost in doing meaningless things....
by Madrigal
Sun May 06, 2012 9:00 am
Forum: Fixing it ourself
Topic: Some interesting results after heavy tweaking
Replies: 94
Views: 100479

It's in a thread a bit further in the forum. Mediafire link still working: http://www.mediafire.com/?krhb3dap5r85gxx I don't check this forum anymore, sorry. I almost finished a mod of my own which was fairly working but then dropped the ball, a pity as it was rather done and complete, sorry people....
by Madrigal
Wed Apr 06, 2011 8:19 pm
Forum: Fixing it ourself
Topic: Some interesting results after heavy tweaking
Replies: 94
Views: 100479

Still on it, but I have slowdown because of daily (and weekend) work. I also want to publish some kind of read me and design notes, so that future generations don't have to rediscover the wheel on AI behavior... not that I made a ton of discoveries, so it is more about my feelings about how AI reacts.
by Madrigal
Tue Mar 15, 2011 3:24 pm
Forum: Fixing it ourself
Topic: Some interesting results after heavy tweaking
Replies: 94
Views: 100479

Thanks Eightball for your additional work. I had worked also on a mod and came to new conclusions and discoveries about the AI issues that I'll share soon. Then I think I'll move to others projects, as EFS AI is really not top notch (and this is an understatement!). March 16 edits: Engineers should ...
by Madrigal
Tue Mar 08, 2011 8:41 am
Forum: Fixing it ourself
Topic: EFS Editor (final) and unit editor?
Replies: 0
Views: 20454

EFS Editor (final) and unit editor?

Hi, Has someone got his hands on a version of the EFS editor that allows restoring properly .sen file (i.e terrain + units) from one planet to another? I can restore terrain (saved previously), but not units. Is a unit editor existing, or we are still stuck with the edit text file method here? thank...
by Madrigal
Mon Mar 07, 2011 4:54 pm
Forum: Fixing it ourself
Topic: custom techs per house + techs questions
Replies: 2
Views: 5131

crap... 1997 was really a prehistoric time for modding :oops:
by Madrigal
Mon Mar 07, 2011 4:53 pm
Forum: Fixing it ourself
Topic: Engineers not produced by AIs - the reason why!
Replies: 3
Views: 7345

Are you sure the AI can buy from Agoras? I did a test, as per my idea of putting in Chernoborg some stockpile for ai usage only (as only the AI play with universal warhouse, serious players do not ;-) ) In a matter of a few turns, all food was gone. The rest was left untouched, even metal (and even ...
by Madrigal
Sun Mar 06, 2011 10:20 pm
Forum: Fixing it ourself
Topic: Engineers not produced by AIs - the reason why!
Replies: 3
Views: 7345

Engineers not produced by AIs - the reason why!

I'm not 90% confident that I identified the cause that in some cases prevent the AI don't build engineers ... Because they need food. And the AI don't keep up with food production, period! With a usage of 10 per city (not moddable, or I have not found it where) plus 1 per units (and it likes to mass...
by Madrigal
Sun Mar 06, 2011 9:01 pm
Forum: Fixing it ourself
Topic: custom techs per house + techs questions
Replies: 2
Views: 5131

custom techs per house + techs questions

Hi, Is it possible to give from the start a tech to an house and not another? At worst, can we parameter what is given as bonus tech by the traits like ancient documentarium so it can be given to a specific house? This would allow custom units, as only the house having the tech could build them... A...
by Madrigal
Sun Mar 06, 2011 9:28 am
Forum: Fixing it ourself
Topic: Infantry on Stigmata switches Side to Symbiots
Replies: 2
Views: 5968

Actually it is a bad feature ... All units can potentially be forced to surrender by the attacker, leading to very odd stuff like you saw.

The game is great, but it is from 1997, so is very rough on some aspects.
by Madrigal
Sun Mar 06, 2011 9:25 am
Forum: Fixing it ourself
Topic: Activating the Vaus
Replies: 2
Views: 5879

I came to the same conclusion ... The AI is forced to war when stumbling on an unspotted unit, this can have interesting side effects
by Madrigal
Sat Mar 05, 2011 10:52 am
Forum: Fixing it ourself
Topic: Activating the Vaus
Replies: 2
Views: 5879

Activating the Vaus

Does a mean exists to have the Vau produce something? Are the AI Houses able to make war with them? I feel their potential is not exploited enough... I was thinking of a very hard setting were the Symbiots already broke through, including an invasion of Holy Terra, plus all the rest of mankind under...
by Madrigal
Fri Mar 04, 2011 2:28 pm
Forum: Fixing it ourself
Topic: Some interesting results after heavy tweaking
Replies: 94
Views: 100479

interesting but strange, because I have on the contrary a problem with the AI not building any engineer (or perhaps 1 every 20 turns) and I'm searching for a solution to the problem...

I have been discussing that and others possible concepts with Eightball Maniac by mail recently.

Go to advanced search