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  #1  
Old February 6th, 2001, 08:01 PM

Emperor Zodd Emperor Zodd is offline
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Default Re: AI colony ship design

Suggest this to Aaron.
This would be a good addition to the upcoming patch!
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  #2  
Old February 6th, 2001, 08:12 PM
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Default Re: AI colony ship design

Agreed. Easier fix than others I have seen or implemented in my own mod. I didn't notice this problem as much in my own mod b/c a long time ago I changed the engine components so that the upgraded engines for each engine type consume 10, 9 and 8 supplies, respectively (instead of 10, 10, and 10 in the game). I cannot take credit for the ideal, I think Talenn, Jubala or one of the others in the early days came up with this.

[This message has been edited by Tampa_Gamer (edited 06 February 2001).]
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Old February 6th, 2001, 08:28 PM
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Default Re: AI colony ship design

quote:
Originally posted by Tampa_Gamer:
Agreed. Easier fix than others I have seen or implemented in my own mod. I didn't notice this problem as much in my own mod b/c a long time ago I changed the engine components so that the upgraded engines for each engine type consume 10, 9 and 8 supplies, respectively (instead of 10, 10, and 10 in the game). I cannot take credit for the ideal, I think Talenn, Jubala or one of the others in the early days came up with this.



Hey! Now that's a pretty good idea! I've always hated that the II and III engines of each type just slightly decreased the cost. It seemed like the only reason you researched it was to get the next engine that adds a movement point. But decreasing the supplies used by each successive Version is pretty brilliant! My compliments to whomever came up with this idea.
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Old February 6th, 2001, 10:12 PM
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Default Re: AI colony ship design

Great ideas Tampa and geoschmo, I will definitely use them in my mod too. Also, I agree with geoschmo that colonizers should be canceling their orders (or updating to be more accurate), someone could mail this to MM, maybe they will put it in next patch.
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  #5  
Old February 7th, 2001, 12:15 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: AI colony ship design

quote:
Originally posted by Tampa_Gamer:
Agreed. Easier fix than others I have seen or implemented in my own mod. I didn't notice this problem as much in my own mod b/c a long time ago I changed the engine components so that the upgraded engines for each engine type consume 10, 9 and 8 supplies, respectively (instead of 10, 10, and 10 in the game). I cannot take credit for the ideal, I think Talenn, Jubala or one of the others in the early days came up with this.

[This message has been edited by Tampa_Gamer (edited 06 February 2001).]



Be aware that this decreases the value of the Advanced Power Conservation trait, though.
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Old February 8th, 2001, 02:31 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: AI colony ship design

Argh!!!

I got bit by the stupidity of the AI with that colony module mod. It's putting colony modules in WARSHIPS because they have more supply storage than the standard supply storage component. ()&*$*&*$@*&!$_**_!$!!

So, I had to drop it to standard supply module capacity so the stupid AI won't use a 400kt component in place of a 10kt component with the same supply capacity. You'd think there would be some simple comparisons done when putting a ship together.
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Old February 8th, 2001, 03:02 AM
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Default Re: AI colony ship design

ROFL, that's great! Just goes to show why coming up with an "adequate" ai is harder than people think.

Oh, well. Some extra supply is better than none. Won't eliminate the problem of derelict colony ships, but it should help.

Assistant: Chief, why are we putting a colony module on on this cruiser again?

Chief: Cause His Higness feels the extra range is neccesary to expand his empire of course!

Assintant: But want are they going to shoot at the enemy, cans of spam and bottled water?

[This message has been edited by geoschmo (edited 08 February 2001).]
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