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Old January 14th, 2007, 04:45 AM
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Default Re: Balance Mod AI

Quote:
Q said:The Drushocka empire, which has organic technology, still uses DUC as weapons for the design of cruisers, although they have the technology for racial organic weapons. Is that intentional?
I'd assume it's a Defense Ship design type for the Cruiser, which uses the secondary weapon. If they haven't reached Acid Globules yet, it would default to DUCs. Although perhaps inserting Seeking Parasites between DUCs and Acid Globules in the progression might be more appropriate.

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In other mod news I've been re-scripting some more diplomatic stuff focusing on adding score percent comparisons to modify AI responses. For example, a much weaker AI should be more inclined to accept a poor treaty or give a gift and things of that sort. I was also able to clean up the way the AI offers new treaties - it should now be done using the Change in Treaty message header and not as an entirely new treaty. I suppose I should come up with a scheme to prevent the same "class" of treaty being offered though.

I spent earlier today merging in some of the new AI functions added in SE:V v1.22, which focused on Spaceports/Space Yards construction. The AI will check it's build queues for these items, which means no more building multiple spaceports in a system if the planets are colonized approximately at the same time etc. I extended this to Resupply Depots as well. One related function I hope to add for v1.03 is the AI's scrapping of facilities to make room for resource enhancers (on planet's with appropriate numbers of resource facilities) or replacement of Resource Facilities with Monoliths on mixed resource colony types.

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It will probably be a couple of weeks to v1.03 is released since it uses functions that were added post v1.20 of SE:V and will need the next patch to work.
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