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Re: The Star Trek Mod - 1.9.0.1 Update Released
Hey I like your Frengi set that came with the mod look great great job.
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Re: The Star Trek Mod - 1.9.0.1 Update Released
The crappy AI seems to be messed up on Resupply problems when starting on low tech. Usually Going only a few "graph spaces" before returning to the Ai's homeworld.
I increased the Bussard collecter and ram scoop by twice the numeric value on the supply generation. Then 4x when that didn't work. Even with a perpetual endless generation of supplies. The AI still returned to the Homeworld. I then preceded to increase all warp drives, quantum, transwarp, etc. By a factor of 10. Now the AI is actually going somewhere. The rountine Ai usually uses a 3,000 value for supply on Basic impulse. (Returning around 1,500 for resupply)2 warp holes and back. With a value of 500. The Ai was going about 2-4 Spaces then constantly returning to resupply. I would <possibly> suggest a 5x value for the mod's warp supply values. So beginning AI could at least go two warp points distance. Just my humble thoughts. Great game btw. I wish BOTF would have been as playable and enjoyable as your mod. (Edit Forgot to add: Using latest vrs. 1.9.0.1) |
Re: The Star Trek Mod - 1.9.0.1 Update Released
Thanks for the info. However the mod was play tested for weeks with these settings. You failed to take into account that as a race begins to gain technology their ship range increases. http://forum.shrapnelgames.com/images/smilies/happy.gif
Secondly you may have gone with low AI and Computer bonuses. Read the BEFORE YOU PLAY read-me file as it will provide some recommendations. Supply issues are an on going tweak issue that with feed back, can be optimized for low, medium, and high tech starts. http://forum.shrapnelgames.com/images/smilies/happy.gif Again thanks for your feed back. |
Re: The Star Trek Mod - 1.9.0.1 Update Released
Thanks Colonel. http://forum.shrapnelgames.com/images/smilies/happy.gif I am glad they look good in the game and that you like them. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - 1.9.0.1 Update Released
the Setting was on High,high,low. And I watched the AI controlled Empires for about 30 Turns. All 20 of them. Off and On to keep the low AI resource bonus(of course, I set the tech on high cost as well. per my personal preferences. So that might have really scewed the results.http://forum.shrapnelgames.com/images/smilies/smirk.gif )
By that time, I had expanded to three systems. And the AI was expanded only to a few worlds 2-3 move distence away from them. The AI would still return even with "full" supply in a TRi-Star system. At about 50 turns they finaly Colonized outside of thier home system. (On med and high tech, The AI had no problem. Though for some reason the Ai would design only impulse engines on a few ships. And the rest of them were fine.) Anyway, Thanks for your Feedback and Response. And to be honest, a lot of us can't win at a "medium" or "high" bonus game. Unless we exploit the Ai's short comings. Well, Back to the sfc forums I go. |
Re: The Star Trek Mod - 1.9.0.1 Update Released
Thanks for the feed back MsnEvil, it is truly a big help to know these things. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Hey if you want to know obscure AI wierd things. I found a couple non-affecting ones
First off, for some reason every year or ten turns the AI on max start redesign the exact same ship exactly the same and renames it most of the time without ever useing the previous design. The start off alot of time with military hardare instead of building Colony Ships off the bat. |
Re: The Star Trek Mod - 1.9.0.1 Update Released
The AI is indeed a funny thing with a mind all its own.
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Re: The Star Trek Mod - 1.9.0.1 Update Released
What should I do with the old out dated ship sets? Any one want to donate $10.00 to the greater good of NASY and have the old sets named after them?
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Quote:
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