Re: STM "Final v1.7.5" Discussion
I am really not in the mood to work on the mod right now. I have one update almost ready. It fixes a few things, like cargo and supply usage. The propulsion system is of no concern to me at the moment nor is the adding additional racial techs at that would really be a huge undertaking.
The problem with making Ancient Race an AI technology or trait is:
1. The AI will only use colony ships and no design or build other ships.
2. If the AI surrenders to you, POOF, you get all the star charts.
3. I would have to remake ALL of the EMP files and additional ones like CNC recommended.
4. It will hurt the AI in the long run just like Fyron said.
The best option open to me to make the AI expand is to either revamp the entire mod, something I am not willing to do at this point, or trouble shoot. I will increase the supplies available to the AI and add the Cargo concept by TNZ in one form or another.
The AI 'should' expand without problems, but it is very tempormental about it. I have had games where the AI expanded just fine, and then other games where it has not.
These are all great ideas, and good points, but I am only one man, and I am getting kind of run down with SEIV right now.
I know that the mod is solid, that is to say a good mod with a lot of potential.
The issues with weapons, components, expansion and other can and will be taken care of over time.
If a weapon does not work, offer a suggestion. Most of the weapons were only worked out on paper by Kwok and not really tested in game. There are bound to be issues, and like any thing, they can be fixed.
People who have issue with one thing or another, weapons, shields, or whatever, should be aware that they are free to make improvements where they can. I would welcome the help.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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