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Re: The Rage Collective v1.2
Another thought hit me as I was driving to work:
One problem that I have seen early in the game is that the AI queues up three or four items in the construction queue and never removes items from the queue. So, the Rage may have three colonizers queued up in the only shipyard when they are attacked. Even if they shift to a war footing, it may be six turns before they start building a warship. Is there any way around this that any of the modders know? Ideally, when the mode shifts, the queues should be redone to match the new requirements. Either that, or there should only be one thing in each queue at a time so that they will adapt to the new circumstances faster. |
Re: The Rage Collective v1.2
Alpha - no way that I know of to prevent this. We actually wanted this for a long time b/c in earlier Versions of the AI there was a severe problem with them having NO queues filled. Now of course, we have the opposite problem b/c the AI is not checking their maintenance restrictions as to ships. I think this is supposed to be fixed in the next patch and could help the "multiple queue" problem you pointed out. Otherwise, you can make sure the exploration queue is minimal so that when it flips to the attack/defend queues (where they spend 95% of their time) there won't be problems.
Of course, the ability to call ships based on "design name" intead of "design type" would help alleviate this problem http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif |
Re: The Rage Collective v1.2
If you don't mind me suggesting;
You could split the initial 3 colonizer so that they build 1 colonizer, 1 turn of sattelites, followed by the other 2 colonizers. Then they would have the satellites to help slow down the attacker until they start building warships. In the Anger file, you could set the attacking stalemate anger to a slight positive with the defending stalemate a large positive. Since stalemates are frequently seen when attacking a planet that has too many defenses or population and require more than 1 attack to finish them off, this should either keep them attacking, or help them build up the anger to defend themselves better. Set the Attacking win anger as a positive, and the attacking lose anger as a good sized negative, then if they are winning their attacks they should keep attacking, while if they are rutinely getting beet, they should make peace and stop throwing away ships. And finnaly set both defending win and defending lose to good sized positive values, because in either case they are being attacked, and if they aren't in a war mode, they will need to be. |
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