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  • #16
    Thanks for the explanation Porkins. I will try out your mod after playing moo3 for a bit so I get the feel of it more.

    Davor

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    • #17
      Yup, I had the bad tech mod. Uploading a new version now, courtesy of M3Shadow, as far as I can tell.

      This one should give you original rate x2 at the beginning, x3 at the end.

      Still playing and testing... just found that you can load up a single player save in multi and control an AI... this will help me to check on how the AI is coping with my changes...

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      • #18
        New mod

        Hello all,

        I have a new enemy AI mod. It is a combination of ideas (with my interpretation of the right numbers) from the militaryAI.txt mod thread over at IGMOO. Anybody want to test this?

        Note: the mod changes many AI params as well as AI cheat level. At impossible, the AI can cheat much more than before and at easy it is not cheating at all.

        Cheers,

        AC

        Edit: Newest version here:
        Last edited by AlenkiiCvetocek; March 17, 2003, 08:52.

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        • #19
          Hello,

          Here's another mod that I use. It changes the pace of the game by:

          modestly slowing down research (50% increase in research cost at all levels)

          20% increase in offroad and starlane travel

          40% increase in industry DEA base efficiency and 40% increase in mining DEA base efficiency

          You can selectively install/uninstall any of these features if you choose (see readme).

          I hope you like! (And I hope it works!)

          Cheers,

          AC

          Edit: latest version is located here:

          Last edited by AlenkiiCvetocek; March 17, 2003, 08:54.

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          • #20
            Re: MOD packs

            Originally posted by Dmitry

            =======================
            =ENCYCLOPEDIA MOD V2.0=
            =======================
            Created By: Archangel_Brian
            Original Concept: Tyrsis and Imagiro
            I have started a similar mod, but ultimately it is meant to update the encyclopedia as well as the in game items descriptions and help/tool tips. Wondering if you would like to work together on these?

            let me know.


            ~Luc
            Yours in gaming,
            ~Luc

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            • #21
              I should mention some other AI mods than my own.

              Colin The Grey's (fewer changes, but much more tested than mine):

              Text format:


              Self extractor: http://www.colinthegrey.co.uk/MilitaryAI.exe

              Others:



              If you don't know where to put the files, take a look at the readme in my zip files in this thread - everybody's files need to go to the same place.

              Post (constructive) feedback in the IGMOO Fan Modifications Forum:



              Cheers,

              AC

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              • #22
                Shall I take that as a "no"?

                Actually my goal is to have a mod created that will do this automatically for all users. It would include a bunch of mods together. If you are interested let me know. Otherwise, I'll see you around.
                Yours in gaming,
                ~Luc

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                • #23
                  A new version of the enemy AI mod is here.

                  Please post feedback.

                  Cheers,

                  AC

                  Last edited by AlenkiiCvetocek; March 17, 2003, 08:50.

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                  • #24
                    What changed?
                    Yours in gaming,
                    ~Luc

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                    • #25
                      Everybody working on these mods is always tweaking the numbers. The results one gets are not a "linear combination" of the inputs. (To continue the statistical analogy) there are a lot of cross-correlation terms. In other words, increasing a parameter to a very high value would seem to make an improvement, and may in fact make an improvement if nothing else is changed. However, the game logic being very complicated, somtimes the behavior one observes is not what is expected.

                      The latest version of the patch backs off on some numbers that I thought were increased to high, and increases others.

                      Has anybody played through one or more long games with these patches (or Colin's or Lord Orion's) and have some feeback? My own playtest time is severely limited, and it is important to see what happens on a game that goes several hundred turns.

                      Cheers,

                      AC

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                      • #26
                        I understand what you are talking about, however I asked so I know what to look for. Is this supposed to make things go faster? Slower? Harder? Easier?
                        Some sort of general indication more than "updated", would be helpful. It is much easier to test something when you have a good idea what to look for. That was my only point.
                        Yours in gaming,
                        ~Luc

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                        • #27
                          Sure,

                          There are two things: a better distribution of forces (a good amount of LR/Car/IF task forces instead of all transport and recon task forces and more "real grunts" and fewer support units), and less likelihood to be at high level of war with many enemies at one time (if the AI is fighting on too many fronts, it can only commit a low level of forces to each).

                          A good test of the game will go to many hundreds of turns. At first the enemy will just blockade undefended systems and maybe harass. Normally it takes a few defeats before it sends larger groups of ships. Don't necessarily expect the enemy to be so aggressive within the first 100 turns.

                          Cheers,

                          AC

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                          • #28
                            New versions here:



                            Cheers,

                            AC

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