Dracus Ship Set Graphics Files Version 1.01
Tampa_Gamer Colonials AI Files Version 1.20 (updated by Dracus to 1.23)

Space Empires IV version 1.84
April 10, 2002

INTRODUCTION

These AI race files are the compilation of at least 20+ hours of tweaking and testing.  The purpose of these AI files are to accompany the ship set created by Dracus.

INSTRUCTIONS/CONTENT

This zip file (as part of the TDM ModPack is set-up to extract to a new mod directory).  Please follow specific installation directions contained in the TDM ModPack)  I will indicate where the files should go if you wish to use this mod without the TDM Modpack.

(1) Colonial AI race files (12 new files) should be placed in the "Pictures\Races\Colonial" folder.  See below for what files are enclosed.

(2) Colonial ".emp" files to use if you want to specifically add the Colonials to your game (recommended).  These files should be placed in the "\Empires" folder.  The xxxx represents how many racial points each .emp file uses.

(3) Colonials design name filed called "Colonials.txt" which should be placed in the "\Dsgnname" folder.  This should provide names similar to those used in the 1970s series based on Roman mythology.

(4) Specialized Colonials speech file to match their history and particular phrases.

HISTORY
Ver 1.23 - Updated AI for Gold 
	 - Added Drones and Drone carriers to build queue and design.
	 - Added Troops and troop transport to build queuc and design.
	 - Added Drones to Research 
	 - Added Units Build file to race.

Ver 1.20 - Fourth Release (shipset by Dracus)
	  - Removed recon sats from build queue pending bug removal (placed sensors on other platforms)
	  - Totally reworked research tree based on tech min lines working now
	  - Totally reworked designs all the way through late game attack bases
	  - Limited pop. transports to 600kt b/c taking away whole planets of population
	  - Tweaked strategies file for larger units launched and to use "Type Priority" first
	  - Confirmed cloaked colonizers used properly by AI, new dual-class colonizers added
	  - Tweaked build queues for late games where player has 100+ planets
	  - Reduced # of auxillary ships AI not using fairly well (Sat Layer, Pop Cargo, etc.)
	  - Changed carrier strategies and load-out
	  - Limited size of mines to 10k to avoid wasted efficiency
	  - Converted most auxillary ships to max. range with engine overloading weaponry
	  - Turned off certain boxes in empire options when creating .emp file (no move through minefield, autoclaim)
	  - Turned on "damage until weapons gone" in .emp file strategy settings
	  - Removed cloaking from spaceyard ships b/c ministers having trouble using while cloaked
	  - Converted latter part of farm planets to research havens
	  - Re-tooled planet selection to boost research planets
	  - Eliminated "Ancient Race" as selection since this was causing havoc for the colonization minister
	  - Changed strategies for weapon platforms and sats based on changes MM made in recent patch
	  - Eliminated emissive armor (again) from designs since reports show that it is still not working
	  - Boosted desire of race to accept treaties early on when struggling
	  - Eliminated certain techs from research queue that were not efficient for AI (extraction 4-9)
	  - Forced AI to have a recon ship in the first turn with all supplies via the .emp file

Ver 1.15 - Third Release (shipset by Dracus)
	  - Moved stellar manipulation up the research tree
	  - Tweaked fleets file to attempt to get higher % of ships in fleets
	  - Created a mandatory research planet in every system in the Planet_Types file
	  - Due to fighter design problems, reduced number of valid designs to one
	  - Increased number of research & intel facilities in the Construct_Facilities file
	  - Removed duplicate facilities in the Construct_Facilities file when a facility has more than one ability
 	  - Totally reworked Epoch 1 research to attempt to provide stronger early game ships
	  - Removed blanks from the end the design name file
	  - Redesigned early game mine/sat layers to provide more laying ability
	  - Increased # of PD weapons on small attack/defense ships

Ver 1.10 - Second Release (shipset by Dracus enclosed)
          - Removed minesweeper as component to larger attack ships (sweeper components do not work while cloaked)
          - Tweaked planet selection to decrease farming and increase research colonies
          - Further tweaking to research tree and ship designs based on testing

Ver 1.05 - Initial Release (original shipset by Dracus enclosed)


KNOWN LIMITATIONS

(1) Tech level 3 start (all techs known) still creates some problems for AI races.  First, there is currently no limit to how much an AI race will spend on facilities.  This results in the race immediately upgrading all of its buildings at once, and therefore no resources available for the first 20 or so turns.  Secondly, all techs are known, not just those included in the race's Research file.  Therefore, the ship designs may not be maximized since their is a limit of how many types of weapons can be considered by the AI when designing its ships.

(2) The AI still likes to redesign its ships/units every turn even if there is no new tech available.  While I have included 350+ names in the design file and the program allows it to loop several times, there is not guarantee that the race will not run out of designs eventually.

(3) Sometimes an AI race will get trapped behind a blackhole and does not know how to plan accordingly.  If you want an AI Friendly quadrant, check out the download section on the Shrapnel Games website.


CREDITS

(1) Thanks to Shrapnel Games and MM for their continued gamer support.


NOTES

(1) As this will be a continual work-in-process, please forward all tweaks, suggestions and bugs found in the AI files to me at ctraber@ngn-tampa.com.

(2) You can find the most recent version of this Mod in the "Space Empires: IV - AI Races/Ship Sets "Scenario/Mod Archive" Section of the Shrapnel Games website download section.

(3) This Mod may be freely distributed as long as no files are modified, added or deleted.

Have Fun!
-Dracus & Tampa_Gamer

