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Old March 4th, 2003, 12:50 PM
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Default Re: Slow down exploration speed in AICampaign/PROPORTIONS

Quote:
Originally posted by oleg:
I never tested AI in such settings. If you like I can tweak AI "not connected" state for your game. It should not be very difficult, mainly changing AI_research.txt file. Tell me what races you want to include - piundon, krill, cryslonite, nostropholo, drushocka, ukra-tal, soul hunters and pequenino use my AI and I'see what I can do.
Thanks for your offer to help with it.
Yet I would like to take a race with organic trait and another one with religious. But I need to take a closer look to them (hopefully I can get to it tonight) to be more specific.

Quote:
PvK
Foundations mod was a bit more like that, because you started out with Chemical Thrusters (markedly weaker and shorter-ranged than Ion Engines), and that was also before I added the Efficient Engines in one of the early Proportions patches. Increasing the supply use of effcient engines to closer to regular engines would help achieve the effect you're looking for. You could also reduce the supply capacity of all engines.
I will take a look into Foundations (Gold-CD?) to maybe take some ideas out of this, maybe it becomes a Foundations-Proportions mix? Efficient Engines, I think I would probably just remove them. Supply Cargo components are the next problem for reducing ship ranges.

Quote:
PvK
Also, a major element speeding expansion beyond the design's intent is the ability to build colony ships using space yard ships, so you can build the colonizers at the frontier.
That is what I find myself doing ALWAYS. SY ships moving to planets, create empty colony, send medium transporters for population. The colonizer slow down problem is just circumvented by this kind of exploitation. I am going to think about other solutions to use the system in a way that has been intended by you, but I guess this might lead to other side effects, let's see.

Quote:
gregebowman
Can anyone do the programming for that?
It is just an early state of an idea yet. Most of PvK's proportions mod and intentions will be unchanged, of course and I think I could need PvK's help/answers in some cases. But I am going to give it a try, it needs to be balanced in several of the aspects that have been already mentioned. Also, some AIs for a game like this would be nice. First let's see how it will develop, side-effects on gameplay and such.
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