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that's a very good question. One of my beta testers said he wanted/was willing to develope AI scripts but I haven't heard from him on that in a while... Time to dig out the cattle prod!
Failing that, I've got it on my work list to deal with the AI after I've got the specialization per ship size complete. Right now I'm working on 5.04 which will finish off cross-over techs and enhanced techs as well as the bugs that have been found.
5.05 will be ship speialization techs
5.06 will contain AI scripts. Nick (bearclaw)
"You don't know the Power of the Dark Side. I must obey my Master" Back to top
had a brain wave and a half a while ago, and have been toying with it since... use Unnameds AI as a temporary stop over... so far it seems to be working well... i plan to start a new game and test that in a lill bit and see how it handles from there. so far it appears to handle being introduced into a 300 turn old game quite well... tho all the ai's went straight from indifference to amiable+ ... Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service
bearclaw; oh aye it works, not amazingly, but a stop over for anyone already playing it single player, it can actually research armour! haha, still cant do anything with ships other than build lvl 1 colony ships untill its fed some kind of frigate tech, but once thats been done watch it go! (ps i've changed the DN5 data files to show planets and warp points straight away). there is a bug in where the ministers are scrap a facility each turn, i never got around to working out which one's worked together to make that problem.. tho when i first reported it to unnamed (ages ago), he sent me a minor fix... which has since been lost >_<
astorax; oh definatly, but currently DN5 is using stock AI, unnamed's AI is build for stock tech and components and what not, plus it works better on that front. Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service
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