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Re: The Star Trek Mod - New Version Available
It would seem that since I set up remote mining components to use crew quarters that after remote mining is researched the AI switches its preference to wanting to use the crew component ability used by remote mining components. Since those components are 100kt the AI wasn't able to add them to the designs.
Now how do I make regular crew quarter components more valuable to the AI than the remote mining one? |
Re: The Star Trek Mod - New Version Available
and why do remote miners NEED crew quarter components ?????
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Re: The Star Trek Mod - New Version Available
They needed them in order to prevent people from using the hulls, which they could get pretty quickly, from cheating. The Resource Ships had a requirement for 16 and 26 crew quarters but the crew quarter component could only be added 10 times to any design. Therefore I added it to the remote mining components thus forcing players to add at least 6 to 16 remote mining components to the two hull sizes (1005kt and 2305kt).
However I went ahead and revamped this system. I removed the crew quarter ability from remote mining components and made the Resource Ships (now called Remote Mining Ship I / II) worthless as far as weapons platforms go. I gave them a -500% to hit bonus and -500% to defense bonus. This makes them very easy targets that even though heavily armed cannot hit the broad side of a barn. Problem solved, I hope. I am still working on version 1.9.7, but here is what I have done so for. (STM) Quote:
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Re: The Star Trek Mod - New Version Available
looks good so far
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Re: The Star Trek Mod - New Version Available
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http://www.spaceempires.net/home/ftopict-2692-.html You can re-implement your system and get the AI to use normal CQ without much trouble at all. An important thing to consider is that the AI cannot use remote mining in any intelligent fashion, so there is no point in having them design such ships. The restriction is only relevant for human designers anyways. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Star Trek Mod - New Version Available
Thank you Fyron. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - New Version Available
Well I have the Klingon adding armor to their designs now. I had to give them their own special armor. Once they had that, they were hooked.
Now I am off to work on the AI Neutral fleet issues. I hope I can figure out what is going wrong there. |
Re: The Star Trek Mod - New Version Available
Just passed by this forum as I was looking for more info on that Lost Empire game Kolis mentioned. Looks interesting - a bit like a good old school MOO2-like game with funny races and all, with a good story which I have missed since MOO2 came out. Any of you guys know anything about the Lost Empire-game? I only know whats on the site - havent been able to find out anything else.
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Re: The Star Trek Mod - New Version Available
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it looks like a fun game and i hope it's not like Moo3 http://forum.shrapnelgames.com/images/smilies/Sick.gif |
Re: The Star Trek Mod - New Version Available
My 200 turn test game went well. The AI is designing good ships, researching well, and expanding evenly. STM is certainly not a game one would play if one is expecting a 100 to 200 turn game. This mod is more along the lines of 1,000 to 2,000 turns per game.
Any who I noticed a few things that the AI doesn't research right off and I am going to put in some missing tech and re-order the research file a bit. I think the AI should be researching other colony types sooner in the game. Research is a hit miss thing. You can put all the important stuff ahead of everything else but you soon discover there is no such thing as unimportant technology. |
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