![]() |
Re: Devnull Mod Gold Version 1.60
Quote:
That is one of the things that I hope to have fixed in the next (unreleased) Version. I increased the number of monster tech levels, so they will research only that to infinity (well, not really, but in game terms). Also I have set "will demand surrender" to False in the politics, so they shouldn't get tech from surrenders. Not sure that I like the suggestion of special offensive intel projects. I would rather have them use intel for defense only. Thanks for the feedback, Dogscoff. Your observation about all the races being on peaceful terms, because of the MEE monsters is consistant with mine. I'll change the MEE settings to a larger value for AI, because I don't think that this effect is desirable. Rollo edit:typos [ May 17, 2002, 18:37: Message edited by: Rollo ] |
Re: Devnull Mod Gold Version 1.60
Quote:
Quote:
|
Re: Devnull Mod Gold Version 1.60
Rollo:
In my Derek's Mod Gold, which, as you know, includes your monsters, I've also seen the monsters use some offensive intel. I have also seen games where no-one uses any offensive intel at all. Rather strange. Let me know what fixes you make, so I can include them in Derek's Mod Gold; that is, if you don't mind http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks Derek |
Re: Devnull Mod Gold Version 1.60
Version 1.61 is currently uploading...
Dogscoff - I have changed the MEE settings to see how it goes. Good thing about SE4, of course, is that you can alter the settings to whatever you prefer http://forum.shrapnelgames.com/images/icons/icon7.gif . Derek - Hopefully V1.61 will have fixed the offensive intel for monsters. If it is still there, I might have to add a new racial trait "not a monster" (wouldn't really like this, though). Not sure why some AIs don't use offensive intel in your Mod. Did you add "basic intel" to research and tech areas? That is needed to make normal (non-monster) intel possible. The changes are all in the readme. If you have any problems or need more detail, let me know. Of course I don't mind that you use the monsters http://forum.shrapnelgames.com/images/icons/icon7.gif . Unfortunately I didn't have the time yet to check your mod out, but I will in the future. Rollo |
Re: Devnull Mod Gold Version 1.60
"If it is still there, I might have to add a new racial trait "not a monster" (wouldn't really like this, though)."
What are you doing to prevent them from using offensive intel? Phoenix-D |
Re: Devnull Mod Gold Version 1.60
Quote:
Rollo |
Re: Devnull Mod Gold Version 1.60
And then you have the monsters research Applied Intelligence?
What you could do, if that doesn't work, it make the monsters their own counter intel project, and give it the prereq that's the same as the monster ships. That way, they don't even have to research applied intel, so they won't have any of the other projects at all. Phoenix-D |
Re: Devnull Mod Gold Version 1.60
Quote:
The situation is a bit different in Devnull Mod though. Applied Intelligence is available from low tech level start. So I had to disable the projects that come from that. There are now three Groups of intel projects in Devnull Mod: 1) requires Appl. Int. + basic Intel: projects that make sense for the AI to use (ship bomb, crew insurrection, etc.). The AI researches that as the first thing (cost is only 1) 2) requires Appl. Int. + human Intel: Projects that don't make sense for the AI (force concentration, etc). The AI does not have human intel in the research, so it doesn't waste points on those projects. 3) requires Monster tech: that is the Monster counter intel That system should work unless monsters get a hold of basic intel somehow and of course full tech start. So how can the monsters get this tech? * ruins: they don't colonize * research: monster tech now has 99 levels at base cost 200k. Since the monster research file only contains monster tech, it should take them a while to finish that and start working on projects that are not included in their file (didn't realize the AI would do that until lately) * surrenders: the monsters do not send "demand surrender anymore" * gifts/tributes: the monsters don't accept them anymore Did I miss anything? Rollo |
Re: Devnull Mod Gold Version 1.60
"So how can the monsters get this tech?
* ruins: they don't colonize * research: monster tech now has 99 levels at base cost 200k. Since the monster research file only contains monster tech, it should take them a while to finish that and start working on projects that are not included in their file (didn't realize the AI would do that until lately) * surrenders: the monsters do not send "demand surrender anymore" * gifts/tributes: the monsters don't accept them anymore Did I miss anything?" Don't think so. Only one way to find out, AIs being AIs http://forum.shrapnelgames.com/images/icons/icon7.gif Phoenix-D |
Re: Devnull Mod Gold Version 1.60
Quote:
But it came to me this morning, while still half alseep (Duh, sometimes you just overlook the obvious http://forum.shrapnelgames.com/image...s/rolleyes.gif ): How about if we add "monster intel" as random events? A couple (or a lot?) of monster related events might be fun. It could even include hints/info about the monsters like how to beat them etc. (like scout or scientific reports). Also someone can make some neat pixel graphics (hint, hint http://forum.shrapnelgames.com/images/icons/icon12.gif ) to attach them to these events. Good idea? (y/n) Rollo note to myself: first preview, then post [ May 19, 2002, 12:14: Message edited by: Rollo ] |
All times are GMT -4. The time now is 10:54 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.