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February 6th, 2001, 08:01 PM
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Sergeant
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Re: AI colony ship design
Suggest this to Aaron.
This would be a good addition to the upcoming patch!
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February 6th, 2001, 08:12 PM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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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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February 6th, 2001, 08:28 PM
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Captain
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Location: Texas
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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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February 6th, 2001, 10:12 PM
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Lieutenant General
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Join Date: Dec 2000
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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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February 7th, 2001, 12:15 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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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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February 8th, 2001, 02:31 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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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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February 8th, 2001, 03:02 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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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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