
October 27th, 2003, 08:50 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by JLS:
quote: Originally posted by Imperator Fyron:
The TDM AI files are much better basis than the stock AI files...
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Fyron,
In regards to AI driver files. Yes, the TDM AIs are precise... that is the whole point. The stock AI files are comparatively poorly written. Just converting them to be compatible with Adamant will result in equally poor AIs. Changing TDM AIs to work in Adamant will require the same amount of work as converting the stock AIs (as all of the exact same conVersions are necessary in either case; look at SJ's AI Patcher for P&N, it can work on both stock AIs and custom AIs like TDM). Better to start with a strong foundation than a weak one. It has nothing to do with "forum politics" or the "TDM label;" it just has to do with better AI files. And trust me, I know how the AI works (not the specific details, but in general).
Quote:
Originally posted by tesco samoa:
Fyron perhaps the colony component could have 2000 supply points on it. This would greatly help with the colony ships not running out of fuel very quickly. As each engine starts with 20 supply points a turn and it takes about 18 or 20 engines to move two points. So you run out of supplies right away. And if your lucky enough to hit two empty systems your screwed.
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Start up a game on medium tech, and you will see that it is in this regard similar to stock SE4's low tech. Again, I wanted "low tech start" to mean low tech start in Adamant... Colony ships can get 2 systems over or so easily, but that's it. It would not make sense for ships using fission engines and such to be able to have a great range...
Geo, you could build the supplies in to the colony ship hull itself. In Adamant, the colony ship is 3300 kT, and the colony module is 3000 kT. Good luck fitting one on a non-colony ship. 
[ October 27, 2003, 18:55: Message edited by: Imperator Fyron ]
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