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Re: Adamant Mod Discussion Thread
Fyron, the Space Monsters aren't working properly in my Adamant 15.02 game.
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Brian |
Re: Adamant Mod Discussion Thread
That looks like the Space Monster AI directly from Devnull Mod... It was modified and adapted (really just the AI_General.txt file) when I added the Space Monsters to Adamant. However, all of the other AI files are the same as the originals from Devnull...
When you manually added the space monsters, did you choose to use an AI minister style ("Using Selected Style"), or to "Use Style from Race?" Either way, it can be fixed. It just gets really messy if you did not select "Using Style from Race..." |
Re: Adamant Mod Discussion Thread
brianeyci, I have a pretty stupid question to you, but such things used to happend to me, so: have you changed names of the AI files from Monster_AI_something.txt to, say, MokAkah_AI_something.txt after you've copied them?
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Re: Adamant Mod Discussion Thread
Fyron, I used the AI minister style "use selected style" option. I created a folder for the monster AI alongside "agressive" "neutral" and "defensive" called "Monster"
Aiken, I didn't change the name of the AI files because I chose "use selected style", not "use style from race" Brian |
Re: Adamant Mod Discussion Thread
brianeyci, I'll post here your reply to my email. I hope you don't mind.
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Probably it looked like this: Monster race decided to build Attack Ship design ("Entry 2 Type := Attack Ship" in AI_constructionvehicle.txt), but nearest monstrish attack ship design requires 410 kt hull. It didn't have such ship hull. So it took AS design from another AI set (from other generic AI or from actual race directory). And we've seen monster scouts armed with DUCs. To avoid this situation in the future, one could make separate attack ship design for hulls less than 410 kt, and probably make Tiny Space Monster ship size available from start. |
Re: Adamant Mod Discussion Thread
Hrm. So when does the AI decide to create new designs? The problem is that the AI has researched monster tech II, but has started researching nuclear propulsion and standard armor tech, meaning the monster AI is not working (they should be researching monster tech I believe).
Will the AI continue to use default AI, or start designing monsters and researching like monsters? Brian |
Re: Adamant Mod Discussion Thread
Well I took another look. You need monster level 3 to build tiny space monster, and they can't make them yet.
Right now they are designing hybrid ships, mostly with monster organic armor armed with DUCV. (Yes they have DUCV now). They also use normal armor as well. Quite an unexpected turn, and not totally unenjoyable. Lets see how the AI runs for a few turns before we "fix" it. Maybe they'll eventually research small space monster and start making them -- although I doubt it, because level 3 monster tech requires 900000 research and the AI only has 50k research. Brian |
Re: Adamant Mod Discussion Thread
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So our monsters have neither default AI nor monster's AI http://forum.shrapnelgames.com/images/smilies/eek.gif The only reason I can think about is the influence of the Physical trait (which grants access to a bunch of phys techs). Normally devnull monsters (unlike our monsters) have no access to common weapon and components. Quote:
As a Last resort, we can always arrange small civil war amongst platers to balance things http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Adamant Mod Discussion Thread
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Re: Adamant Mod Discussion Thread
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Name := Tiny Space Monster ... Number of Tech Req := 1 Tech Area Req 1 := Monster Tech Tech Level Req 1 := 2 Hmm, why so little research points? Did you count AI bonus multipliers? |
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