Re: The Star Trek Mod - New Version Available
Ok, I have attached the turn file from my game:
It's 2425.0, and I started with low tech and medium costs.
Maybe with "medium tech start" things look different, but after reading the background story I decided to try low tech.
Looked at the file again, turning of some AIs and peaking into their turns - here's what I found:
1. AI not having intel points?
Most AIs in the game havn't build any Inter Centers.
2. The AI does [not] design ships with shields and armor
Cardassia:
- research: Armor-0, Shields-0
- they barely got out of their home system (nebula systems)
Klingons:
- Shields-0
- armor not used
Romulans:
- Shields-0
- no chemistry researched (armor not openend up)
- Propulsion-1 .. they never got out of their home system (nebula systems)
Federation:
- Shields-0
- waited for Armor-5 to apply "Shattering Armor" to its designs
Ferengi:
- Armor-0, Shields-0, Propulsion-1 ...
Borg Collective:
- Armor-0, Shields-0, Propulsion-1
3. The AI that I have played against do (not) lay mines.
Some do, some do not (Andorians, e.g.)
4. The AI remote miners should generate resources just sitting there. (The AI will not remote mine, that is an SE IV bug. The AI remote mining ships have the ability to generate resources via solar power.)
If the AI cannot use Remote Miners, as it can't use Satellite Layers, they should be removed. Sitting over the homeworld I don't see them doing any good unless by chance the homeworld has an inhabitable moon....
5. Shield mounts? What version of the STM were you playing?
1.9.6.1 DE
After selecting a ship size it asks me for "light" or "standard" shields ?!
6. Component issues
- scaling of shields (mounts)
- Capital Ship Missiles that fit into small hulls by the dozend
- Torpedoes = Beam Weapons
.. others ...
7. speed and supply usage
Acutally, I've gotten that abysmal speed and range is by design - but that's not the point:
The AI has BIG troubles with those ship designs. Had several cases where the AI didn't make it out if its home system in 250(!) turns because its ships wheren't able to get past the neighbouring all-nebula systems. That they didn't research any propulsion surely didn't help at all.
8. Mine Sweeper (Fleets)
"This I believe is an SE IV bug in general. The AI loves to send one ship at a time through known mined warp points. There really isn't much any one can do about this bug."
Actually, the AI did send out a Sweeper Fleet with 4 ships - but did not include any combat ship - therefore a lonely satellite was enough to keep them from sweeping the field - the mine field was on their side of the warp connection!
Guess there's nothing one can do about the way fleets are assembled?
Ullians .. are humanoids, but native to Oxygen Gas Giants ??
"I don't see a problem with this but will look into it just to be safe."
Besides the fact that there are no Oxygen Gas Giants in reality, the Ullians are rock dwellers like the Terranians, Andorians and all others... .
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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