Re: Some questions about modding and AI
The designs of the AI ships/units, research files will have to be modded to use the new tech. However - you may find that looking at another race that uses the racial tech your adding is good to review as an example. Use them as a template.
Most of the planetary construction queue is fairly generic - But you should review it to make sure that you add any of the facilities that come with the racial tech that may not be covered.
I suggest that you take a look at the facility and abilities files since they are the best place to review these and add them as needed to your planets.
When modifying what will be built on colonies be sure that you dont prempt your Minerals, radioactive and organic production by placing the new race tech facilities in the queue first - place them after the primary facilities.
Another useful tactic when modifying an AI planet construction file is to modify your colonies to include 1 extra of each primary resource generating facility, on all of your Farming, Mining and Refining colonies, This helps the AI keep a balanced budget..
So for instance A mining colony will build some mineral mining facilities, facilities that enhance mineral production etc.. but within the queue add two new entries (towards the bottom of the queue). Add 1 Organic resource production and 1 radioactive production. Based on my own experiences I recommend only 1 extra of each.
You will find that only the bigger colonies take advantage of these extra facilities BUT it makes a big difference for the AI's economy over the long haul. It also diversifies the AI resources - so that losing one planet doesnt necessarily cripple its economy.
[ 06 May 2002: Message edited by: AJC ]
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AJC
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