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Old December 9th, 2004, 06:31 PM
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Aiken Aiken is offline
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

AT, thank you for this savegame you gave us. I never had enough patience to play big long game. There are some problem AI designs, but these are later (need some time to gather my observations). But there are several things I'd like to post right now.

1. Warp Nacells mini-images have a visual glitch - thin white bar on the left (guess this is an image mod problem). It only appears in ship design window for some reason.

2. [AI related] ECM V vs Sensor Array III: since Sensor array provides better defense bonus, AI will not use ECM V in its designs. You could consider either boost ECM defense bonus or reduce Sensor Array defense bonus to allow full set of defensive utilities on AI ships.

3. [AI related] Remove Scanners tech from the AI_Research file. This tech is useless for AI, and just wastes its research points. Also it will be possible to use independent Generate Points Intelligence call for Sensor Arrays then (to avoid confusion with CS/ECM).

4. Question about Sensor Array tech reqs:
Name := Sensor Array I
...
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 1
Tech Area Req 2 := RaceX Technology
Tech Level Req 2 := 1
Tech Area Req 3 := Sensors
Tech Level Req 3 := 3(!)

Name := Sensor Array II
...
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 3
Tech Area Req 2 := RaceX Technology
Tech Level Req 2 := 1
Tech Area Req 3 := Sensors
Tech Level Req 3 := 3

Name := Sensor Array II
...
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 5
Tech Area Req 2 := RaceX Technology
Tech Level Req 2 := 1
Tech Area Req 3 := Sensors
Tech Level Req 3 := 1(!)

So current tech lvl reqs (Combat support/Race tech/Sensors lvls): 1/1/3 -> 3/1/3 -> 5/1/1
Quite illogical. Something like 1/1/1 -> 3/1/3 -> 5/1/5 will be better.

5. [AI Related] You could make some simple tweaks to AI_research file to increase the priority of some essential techs:

AI State := blah
Tech Area Name := Cargo
Tech Area Level := 1 (change to 3, else AI will use mine/sat layers for transports)
Tech Area Min Percent := 34

AI State := blah
Tech Area Name := Space Yards
Tech Area Level := 1 (change to 2, else it will stick with SY I for a long time)
Tech Area Min Percent := 34
....
AI State := blah
Tech Area Name := Cargo
Tech Area Level := 3 (change to 6, since the max level of this tech has changed)
Tech Area Min Percent := 34
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