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Re: Mines, Treaties, and Cluster Bombs
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The AI is way too happy to get everyone into a big intersettling-and-common-research treaty. Or maybe relations get "amiable" too easily, dunno. However, it doesn't make sense if I have shared system view of all systems in a large galaxy on turn 48 just because I didn't refuse that treaty with one AI accidently ... All in all, though, I find the mod very enjoyable and quite an improvent over the base game. Thanks. |
Re: Mines, Treaties, and Cluster Bombs
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Re: Mines, Treaties, and Cluster Bombs
Is there a way to mod-out the mega evil settings?
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Re: Mines, Treaties, and Cluster Bombs
There is a line in settings.txt:
AI Uses Mega Evil Empire := True |
Re: Mines, Treaties, and Cluster Bombs
The problem IMO with the AI launching sats and mines from all colonies is the maximum number of units in space. The AI may very well reach this limit and then be unable to launch any units just in places where it would be needed most. Of course 2 or 3 systems away from the enemy defensive units around colonies make sense, but 10 systems away on the other side of the map is not effective. You still can have some weapon platforms as defense against some ships that may be translocated by a random event. Stealth ship however should never be able to get to your core systems: that is the job for minefields on warp points to prevent.
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Re: Mines, Treaties, and Cluster Bombs
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Arralen said: Quote:
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Re: Mines, Treaties, and Cluster Bombs
The AIs are actually sorted into 4 personality groups for random selection, but it doesn't look like the values (random player personality grous) in settings.txt are being used.
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Re: Mines, Treaties, and Cluster Bombs
Kwok do you know why no recon sat design is created?
In the script everything seems there for this design. |
Re: Mines, Treaties, and Cluster Bombs
There was a small error in the routine that affected Recon Satellites and Medical Ships. Both are working now.
In Script_AI_DesignCreation, If you replace: Line 2505: set comp_id := Sys_Get_Best_Component_With_Ability(sys_long_Playe r_ID, comp_abil) with... if (comp_name <> "") then set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, comp_name) else set comp_id := Sys_Get_Best_Component_With_Ability(sys_long_Playe r_ID, comp_abil) endif It'll be fixed. |
Re: Mines, Treaties, and Cluster Bombs
Thank you Kwok, that worked at least partially:
The recon sats have now two basic sensors and one tachyon sensor, which is not very useful. And attack drones have tachyon sensors too. Is this intentional? |
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