
May 19th, 2002, 12:54 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold Version 1.60
Quote:
Originally posted by Phoenix-D:
And then you have the monsters research Applied Intelligence?
What you could do, if that doesn't work, it make the monsters their own counter intel project, and give it the prereq that's the same as the monster ships. That way, they don't even have to research applied intel, so they won't have any of the other projects at all.
Phoenix-D
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Yes that was exactly what I did: Give the monsters their own counter intel.
The situation is a bit different in Devnull Mod though. Applied Intelligence is available from low tech level start. So I had to disable the projects that come from that.
There are now three Groups of intel projects in Devnull Mod:
1) requires Appl. Int. + basic Intel: projects that make sense for the AI to use (ship bomb, crew insurrection, etc.). The AI researches that as the first thing (cost is only 1)
2) requires Appl. Int. + human Intel: Projects that don't make sense for the AI (force concentration, etc). The AI does not have human intel in the research, so it doesn't waste points on those projects.
3) requires Monster tech: that is the Monster counter intel
That system should work unless monsters get a hold of basic intel somehow and of course full tech start.
So how can the monsters get this tech?
* ruins: they don't colonize
* research: monster tech now has 99 levels at base cost 200k. Since the monster research file only contains monster tech, it should take them a while to finish that and start working on projects that are not included in their file (didn't realize the AI would do that until lately)
* surrenders: the monsters do not send "demand surrender anymore"
* gifts/tributes: the monsters don't accept them anymore
Did I miss anything?
Rollo
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