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Old October 8th, 2001, 07:48 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Any more bug reports?

quote:
Originally posted by Master Belisarius:
- Cloaked ships can't remove mines. (If this is a feature, then, the AI must be fixed to decloak their cloaked minesweepers, before try to remove a minefield).

- The AI still want to lay mines, in a location with the max of unit allowed reached (in theory this was fixed in previous patches, but I'm 100% sure that it still happen).

- The AI never try to send population, to colonies that lost ALL the population (for example, after a random event, or after an enemy intel project).

- The AI never use the Resource Converters.

- The AI still want to colonize far away planets, without consider if the colony ship will have supplies or not (although some modded AI's have better colony ships).



Minsweeping: This wouldn't be a problem if a cloaked ship was also undetected by the MINES it cannot sweep. Can we have consistency, at least?

The AI unit ministers are better than most of the other ministers, but still not very bright. I still wish there was a "maintain only" setting that would just restock mine fields or sat Groups that you created. This would let you keep control of your defenses but reduce the burden of maintaining your empire.

The AI population minister is still a joke in general. It loads up a half-dozen huge transports with thousands of millions population and sends them all to one medium sized planet, for example. Then they sit there full of 5 billion or more population for years of game time while other planets are nearly empty. There is just no internal planning going on. I've reduced the problem somewhat by capping population transport size at medium transport in my AI files.

The AI will build resource converters just like any other facility if you put them in the build queue. I don't know how to verify if they are actually used or not.

Colonyships: Yes, this is something rather easy to do. Since there is a special type just for colony ships we can mod them to be better, and it makes sense for a dedicated ship type to have a special ability that helps its function, doesn't it? I've added supply storage to the colony ship hull(s) in my custom techs to extend their range. It's much, much rarer for the AI to have hordes of out-of-supply colony ships crawling around a 1 move per turn now.

[This message has been edited by Baron Munchausen (edited 08 October 2001).]
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