ROTS: Super AI Mod - v0.5 - 2/4/2011 updated!

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

Moderators: Icemania, elliotg

fabio80mi
Posts: 41
Joined: Fri Mar 26, 2010 6:12 am

RE: ROTS: Super AI Mod - v0.1

Post by fabio80mi »

This is not an ai mod.
Still a good tweaking in one of the few ares modders can tinker with =)
alexalexuk
Posts: 139
Joined: Tue Apr 06, 2010 1:14 pm

RE: ROTS: Super AI Mod - v0.1

Post by alexalexuk »

well yeah, im modifying the traits of races to be more aggressive, and boosting individual races traits to be more pronounced.

release coming in the next hour or so

 
alexalexuk
Posts: 139
Joined: Tue Apr 06, 2010 1:14 pm

RE: ROTS: Super AI Mod - v0.1

Post by alexalexuk »

0.3 release is out :)

Im now working on a new mod that, as discussed, the player can only choose to play one race, and the other AI races will have significant advantages over the human player, it will be a challenge!

feygan
Posts: 324
Joined: Wed Mar 31, 2010 8:41 am

RE: ROTS: Super AI Mod - v0.1

Post by feygan »

Just a quick question about this. The instal process states aggression should be set to maximum. Does this mean the entire galaxy endups with lots of wars happening very quickly? If so does it not then lead to weaker races being swiftly wiped out/conquered, leaving just a bunch of war mongerings and the player?

I ask as I like to play very long games where all races get at least a chance to make friends so they can stand up against the nearest galactic bully and meaning war isn't just about who gets a big ship first and drops it over to their neighbour.
alexalexuk
Posts: 139
Joined: Tue Apr 06, 2010 1:14 pm

RE: ROTS: Super AI Mod - v0.1

Post by alexalexuk »

ORIGINAL: feygan

Just a quick question about this. The instal process states aggression should be set to maximum. Does this mean the entire galaxy endups with lots of wars happening very quickly? If so does it not then lead to weaker races being swiftly wiped out/conquered, leaving just a bunch of war mongerings and the player?

I ask as I like to play very long games where all races get at least a chance to make friends so they can stand up against the nearest galactic bully and meaning war isn't just about who gets a big ship first and drops it over to their neighbour.

the short answer is no,

the more passive races have more caution attributed to them, and more intelligence,

eg the Zenox, have been modified to be super intelligent, more cautious, and slightly more aggressive, and they build balanced ships now, instead of "efficiency" ships.

The Insects are more aggressive, and they will war dec on people who are getting to close to them.

Other race types have been tweaked too,

It really depends who you play as, playing as a different race will have different outcomes on who will ally or hate you.

Give it a try, ive played on this version for around 12-14 hours in total three games, and im having a great time!









jalapen0
Posts: 122
Joined: Sat Apr 10, 2010 12:08 am

RE: ROTS: Super AI Mod - v0.1

Post by jalapen0 »

How is it with 1.05.2 beta?
Rosseau
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Joined: Sun Sep 13, 2009 2:20 am

RE: ROTS: Super AI Mod - v0.1

Post by Rosseau »

Wanted to let the OP know that he has fans out there! I am new to DW, but am going to try this now. For some unknown reason, I am playing DW, SotS, Armada and Sins concurrently. Guess which game is the best?

At least with DW, if you find you are in walk-over situation or completely outmatched, you can use the editor to possibly give life to the scenario. Nothing worse than spending hours and hours on a game and finding it's "over" due to a critical imbalance.

I will provide feedback if it's of value. Thanks again.
alexalexuk
Posts: 139
Joined: Tue Apr 06, 2010 1:14 pm

RE: ROTS: Super AI Mod - v0.1

Post by alexalexuk »

thanks!

i should have a new version out in a week or so with the new beta version - my boy was born on the 17th of December, and he's a very busy boy, and with work - hardly no time to play atm :)

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Data
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RE: ROTS: Super AI Mod - v0.1

Post by Data »

may he be healty and energetic, alexalexuk
congratulations
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
hewwo
Posts: 276
Joined: Thu Apr 22, 2010 7:34 pm

RE: ROTS: Super AI Mod - v0.1

Post by hewwo »

congrats alexalexuk !
Speedy2511
Posts: 97
Joined: Thu Mar 04, 2010 7:05 am

RE: ROTS: Super AI Mod - v0.1

Post by Speedy2511 »

congratulations to you and your family[:)]
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Igard
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Joined: Mon Mar 29, 2010 2:43 am
Location: Scotland

RE: ROTS: Super AI Mod - v0.1

Post by Igard »

Wonderful news, congrats alex. [:)]
greywolf1
Posts: 16
Joined: Fri Jan 07, 2011 1:50 pm

RE: ROTS: Super AI Mod - v0.3

Post by greywolf1 »

Baby kills interest in modding? I like it! :-)


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Data
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RE: ROTS: Super AI Mod - v0.3

Post by Data »

like it, don't like it....we don't have many choices in this matter [:)]
interestingly enough, the survivability rate for parents is high [:D]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Caesar_Augustus
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Location: Henneth Anûn

RE: ROTS: Super AI Mod - v0.1

Post by Caesar_Augustus »

Splendid news! May he grow up healthy and sound. Congratulations!!!
alexalexuk
Posts: 139
Joined: Tue Apr 06, 2010 1:14 pm

RE: ROTS: Super AI Mod - v0.1

Post by alexalexuk »

Thanks everyone, he's doing really well, and growing up fast

should be a new update for this as soon as the new beta is out!

alexalexuk
Posts: 139
Joined: Tue Apr 06, 2010 1:14 pm

RE: ROTS: Super AI Mod - v0.1

Post by alexalexuk »

crap! had a candidate for 1.0.5 but now that 1.0.6 ill need to go through and play some quick games to get this release candidate out and make sure she purrs like a kitten.


i hope sunday night ill have something :)

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Data
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RE: ROTS: Super AI Mod - v0.1

Post by Data »

[:)]
well, they plan to make this beta the next official one....so we should be "safe" for a while [:D]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
alexalexuk
Posts: 139
Joined: Tue Apr 06, 2010 1:14 pm

RE: ROTS: Super AI Mod - v0.4

Post by alexalexuk »

Update,

Ive played 2 x 4 hour games with this mod, and im finding it very challenging.

Hopefully an update to this over the course of this week!

Goodluck! let me know how it goes with you.

Version 0.4

updated for 1.5.0.6 BETA patch

- reset all settings to default
- adjusted all races primary tech to construction, their "old" primary is now their secondary tech focus
- increased all population growth on all races
- increased aggressiveness on all aggressive races
- increased caution on all cautious races
- replaced "speed" ship focus, with "power" focus.
- replaced "efficiency" ship focus, with "power" focus.
- all races except for mechanized and shakturi can be pirates
- increase to all races for ship maintenance savings

- insects are more most aggressive, followed by reptilian, humaniod, amphibian, ursidian then rodent.
- in reverse order above for the cautious trait.
- specific balancing to the above to suit individuality for each race to avoid red vs blue.
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Data
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RE: ROTS: Super AI Mod - v0.4

Post by Data »

Heeyy, look who's back. You're the daddy alexalexuk....i'm refering to the mod, obviously [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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