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Old December 6th, 2000, 07:13 PM

Talenn Talenn is offline
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Default Re: New ShipDesign Mod

[K126]Mephisto:

Ok, I gave it a try and compared to some of my own mods. Here are a couple of things that I noticed:

1) As you observed, the Research file doesnt work well. Putting all the colony techs at the top simply chokes the AI's research so it essentially does nothing. Maybe in a large game with a ton of starting points this is OK, but for a more 'default' start, it kills the AI.

2) The number of colony ships the AI builds is extremely small with the current build order. I think its set for too many warships before the AI gets to colony ships. Its resources are all tied up in the maintenance on the warships and it rarely completes the colony ships. Also, it tends to scrap the warships on a regular basis and rebuild them which I assume is something to do with the maintenance routines and running low on funds. Again, this may not be a problem with the 'larger' starts, but is fatal in the 'one planet, low resource' starts.

Note that this is all fomr tests of your 1.00 mod. I havent tried the one listed here yet. If I get time, I will give it a go. Note also that the AI was on 'Hard level, no bonus' as that will impact how it implements your build plans.

More later as time permits.

Talenn
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