v1.27: Have fixed AI_Research files - again....
I have posted a mod for the AI_Research and AI_Design Creation files.
Also included in this mod are the two dummy techs Filler Tech 1 and Filler Tech 2, which required modifications to the Tech Area file and the AI_Research files.
Once again I have made significant alterations to the AI_Research files to optimise the research paths and to fix some mistakes and omissions.
In fact, even after my mod it should be noted that some races will never build troops, fighters or mines and will only build armour very late in a game. I thought that these may have been done deliberately as racial distinctions so I made no change, but I thought I'd highlight it in case you guys thought some races were doing odd things (and play balance was affected).
Also attached are modified AI_DesignCreation files for all races that I have.
For the standard races, the only change is to the amount of armour and point defence that AI ships will carry, and the amount of point defence that AI weapons platforms and bases will contain.
For the non-standard races, I have made some modifications to their abilities to reflect my own personal preferences. These races have AI_General files included as well.
The mod appears stable with v1.27 and the AI builds some very tough ships as it spends less time researching theoretical techs early on and packs lots of shields and point defence.
Be prepared to be challenged!!!! Be warned!!!
The Component file has been modified to reduce the space allowance requirement for point defence from 20kT to 15kT (I suggest humans players still build as though they cost 20kT),
Two TechArea files have been included. Both allow for Point Defence at game start (subsequent research costs have been increased a bit though),but, TechArea_PD_Destr allows Destroyers at the game start too - a favourite of mine.
Anyway, I hope you enjoy the mods and I look forward to any feedback you may have.
Regards,
God Emperor
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