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Zarkis
Member Since 01 Jan 2008Offline Last Active Oct 11 2008 06:11 PM
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Metellos
23 February 2008 - 07:40 AM
The lower right portion of the landmap is not accessible. Land units of the defender can get trapped there and you can only kill them with air or bombardments.
Raiding with the Empire
12 February 2008 - 11:49 AM
If I raid with the Empire all my units get placed at once and all over the map. Did happen on several planets.
Issue with Byss
09 February 2008 - 09:30 PM
On Byss the deflector shield only partly covers some of the buildings (not a fault of your mod I know).
Heroes and the strategic AI - solutions?
09 February 2008 - 05:35 PM
As it looks, the galactic AI in PR (and any other mod) can only use heroes which existed in vanilla and kept the exactly same team name as in vanilla. For example, while the AI in PR will use the Emperor in galactic mode, most other heroes like Darth Vader will stay where they spawned first due to the fact, that the galactic AI does not recognize custom made team names (and Darth has a different name in this mod), and therefore won't send Darth around on attack missions. Same with totally new heroes like Ackbar or Gilad Pellaeon. Since heros are a strong power in the game, it would be nice, if the AI also could use them in a better way. Technically there are two solutions to do this:
1. Heroes, which already existed in vanilla must keep their vanilla team names.
EDIT: That assumption turned out to be wrong in further testing. What causes vanilla heroes to work and others not is still unknown.
2. New heroes have to be designed as regular ground or space units (they can't be both).
The problem is, that many of the existing heroes in the mod would have to be dumbed down to make them usable by the AI. Therefore my solution would be to keep the heroes as they are for the human player, but create a second variant of each hero the AI can use. For example: for the human player Pellaeon starts as a non-combat hero who can be upgraded the get the Chimaera. For the AI Pellaeon technically would just be be the Chimaera star ship, which it could handle like any other starship in the game.
1. Heroes, which already existed in vanilla must keep their vanilla team names.
EDIT: That assumption turned out to be wrong in further testing. What causes vanilla heroes to work and others not is still unknown.
2. New heroes have to be designed as regular ground or space units (they can't be both).
The problem is, that many of the existing heroes in the mod would have to be dumbed down to make them usable by the AI. Therefore my solution would be to keep the heroes as they are for the human player, but create a second variant of each hero the AI can use. For example: for the human player Pellaeon starts as a non-combat hero who can be upgraded the get the Chimaera. For the AI Pellaeon technically would just be be the Chimaera star ship, which it could handle like any other starship in the game.
Attack of the hero clones...
03 February 2008 - 10:19 AM
image11.jpg 99.53KB
63 downloads
This happened after I gave the AI more money to build heroes...
EDIT: Topic can be locked. Was an error on my part. I accidently activated one of the AI cheat scripts, which spammed the heroes all over the galaxy. Anyway, looked funny...
This happened after I gave the AI more money to build heroes...
EDIT: Topic can be locked. Was an error on my part. I accidently activated one of the AI cheat scripts, which spammed the heroes all over the galaxy. Anyway, looked funny...
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