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AI ineptness in Miner\'s Guild mod
OK, I DLd the image packs and the GritEcon and Miner's Guild mods.
I'm still getting a huge number of error Messages when I begin playing a GritEcon game. I've started a couple of MG games and have notced that you can't choose an 'existing empire' when setting up the game. There are no empires in the empire list to choose from. None of the stock empires and none of the user-created races are shown. You have to create a new empire to play as. I love the MG mod though, especially the emphasis on remote mining. I think the stock game truly needs a slow, very low maintenance remote mining hull. Since I started playing SE4 I've been a remote mining junkie. But alas, it's too expensive in the stock game. I wind up using mining satellites, but that's a gamey tactic and I feel a bit ashamed for using it. I must say the AI really seems unable to cope in MG games. It seems to be unaware of remote mining and therefore absolutely passive because its planets quickly run out of minerals. Is there a MG mod mod that makes the AI a bit more intelligent? Is there a MG mod mod that makes planetary mining less useless? The weakness of planetary mining at the lower levels of extraction tech seems not quite right to me. Is there anybody out there who can provide some tips on using user-created races in MG? Thanks! |
Re: AI ineptness in Miner\'s Guild mod
I think the AI cannot do any kind of remote-mining whatsoever, but could be wrong on this count. Forcing the AI to build bases with components generating resources might help, while making most of its economy as vulnerable as remote-miners (without supplies, they cannot even attempt to run away).
You cannot use already existing Empires because the Miner's Guild mod add new traits (the Space Monster trait namely), which makes the other Empire files incomptabible with this mod. Devnull itself should have some Empire files, and should be comptabible with the Miner's Guild as they share the same advanced traits. Satellites aren't really a gamey tactic in this case. They do not cost any maintenance, but have a very low output, and will deplete asteroid values faster if you are using the three sorts of remote-miners on each asteroid (as in, three satellites with minerals, radioactives and organics mining). Even in the stock game, remote-mining can be very effective with Light Cruisers, and becomes very powerful as ships get bigger. You more or less have to play a game with a lot of asteroid fields though, which means FQM or a similar mod. |
Re: AI ineptness in Miner\'s Guild mod
The AI is not capable of handling remote mining at all.
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And find a buddy to play against. |
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What might be done to force the AI to use non-planetary resource generation would be to create AI-only components using the "resource generation from nowhere" abilities introduced by the 1.91 patch. You would give these components a AI tag to force the AI to use them on, say, bases. This way, the AI will still be able to generate resources without having to use planets to do so. How to force the AI to build such specific ships is another matter. Another more drastic possibility would be to give this kind of ability to *all* AI ships, but you would get an exponential growth, which might be a problem for the human player. |
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