Hmmmm, well heres a suggestion. If you copy/paste your AIP entries into the appropriate area of the file "EXAMPLE.AIP" then copy/rename the file five times to match the ones you originally edited then there are editable values in there which should be what your looking for.
I´m not sure if I understand it right. You mean I should make five copies of the example.aip, put in the values I want, but what should be the names of the copies? "raceA".aip and so on?
I'll tell you what I'll do instead of trying to explain it. Once I've gotten confirmation as to why I can't delete any of my old thread and reply attachments (I've PM'ed an admin), I'll attach a "quick file" I put together which can be used to edit and mess with. All that will need to be done is the file duplicated five times, then renamed and dropped into the AIP folder.
Thanks to Dreadnought I can now place this reply as promised.
Sorry for the delay and thx for the file. I´ll try to work with it today. I tried s.th. similar, but the game crashes somewhere in the middle of the battle, maybe because I didn´t add a buildlist. I only added the line: #include "federation_instant_action_build_list.aip".
I hate this little bugs left in the small mods, I´ve downloaded. Because my 3D skills are very weak at the time, I had to dl the ships and stations I need. I just figured out one reason, why the game crashes during the battles. For example, the author of one dominion mod forgot the sod´s and textures for the upgrades and the assignment of the hp´s. It took some time to find the mistake and it is always an annoying and frustrating procedure, but I think I´ll have to live with it until I´m able to do all the stuff on my own.
LtCdr. Worry ye not. The thing is, you'll probaby find that as lng as you can find models which give you an indication of hardpoint assignment then its far easier to make a minimod or large scale project using other peoples models. As for the file, its no problem. Anything to help.
LtCdr- some of race's aggresiveness is located in each race's file- like Card.odf in ODF/OTHER. There are a couple entries in the Card like:
// How strong this race is when fighting as a boarding party or // against a boarding party. boardingStrength = 0.75f
// When this race will retreat from battle retreatStrength = 0.05f//shield percentage crewRetreatRatio = 0.10f //crew percentage
Changing these factors up or down may help. The Klingons are already at:
// How strong this race is when fighting as a boarding party or // against a boarding party. boardingStrength = 1.50f
// When this race will retreat from battle retreatStrength = 0.0f //percent shield strength crewRetreatRatio = 0.0f //never retreat
meaning they fight to the last man.
Here's a good AI question: How do you make it so that the AI isn't so stupid! One of the first thing I do in instant action is create a ring of defences. I'm talking about 10 Starbase side by side with atleased 2 torpedoe turrets and 1 sensor array with detect cloak. And every few minutes, the computer sends an un-escorted contruction vessel to the dilitheum moons and planets behind the defences, rather than the planets and moons outside the deffences. Any way to make it so that they're not so concerned with resources also? Sometimes I destroy their shipyards, mining facilities, and research facilities, and rather then trying to build defences to protect themselves, they waste what resources they have left on trying to rebuild their mining facilitys, despite the fact that I have a fleet of my Balance of Power class super battleships close by. Any advice on this?
The AI can be dumb right after you think it's half way smart. The exploration and threat factors in the AIPs tell the races to do stuff that gets them wasted at times. You need to give each race at least 3 resource moons relatively near their bases so they can begin sucking up dilithium to build with. If you dang near destroy a race and 1 construction ship gets away it builds a base 1st then a mine to increase resources and so on. That's primary from the build lists. The AI gets smart when the ship heads for an allie to build with defenses around it. Other times it goes in harm's way to build and is blasted.
I've have modified the races' to be able to gather resources much faster and build crew faster and the AI still will constantly send 1 or 2 assault ship at impulse crawling across the map with no chance of survival. Dumb. I've taken to putting 2 M class planets near each races start point with 2 moons and another pretty close with other resources sprinkled around the map too. This way they get crew faster and have lots of resources. I modified the colony ships to land a minimum of 950 colonists so crew can increse and the planets aren't pushovers from the 100 colonist standard. With my armed planets it totally changes the gameplay. Check out "12 wild planets" in downloads and go from there to arm your others. I've lowered build times for the other races in the ODFs and left mine standard as I play Borg 99% of the time.
With the above mods me and one AI allie have constant attacks. I have had games where I've built over 2400 ships and killed over 5400. I have had 1.6 million crew with the AI having well over 1 million. On a good map when all is smooth and the AI is happy 1 million is normal with 1400 ships built and 3000 killed.
If you cluster some planets at the center and colonize and build bases the AI gets pissed and heavily attacks too. I'm building 50000x50000 maps with about 40-50 planets and lots of resource moons, mine-ables asteroids and mine-able wrecks to keep the AI able to get plenty of dilithium, latiinum and metal but at times the AI still does dumb stuff that I can't get around either. Try some map changes to see if it helps some.
Thanks for the advice, I'll change the AI files when I can.