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December 12th, 2006, 09:32 PM
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Shrapnel Fanatic
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Re: Adamant Mod 0.16.00 Released
When the AI designed ships by colony module ability, it would make designs for all 3 types when it only had one actual colony tech. It would then proceed to build a bunch of useless ships sans any ability to colonize. The atmospheric probes are there to prevent that from happening.
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December 14th, 2006, 05:00 PM
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Major General
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Re: Adamant Mod 0.16.00 Released
AI research scripts are especially poor:
After starting with low tech and medium cost, in 2410.1 the AIs have (nearly) finished Laser and Projetile Weapons or their special version of it (level 5 or 6)
Yet, they only have ship building at 2 and therefore are restricted to <200kt hulls.
Some even (e.g. Puntherrain) build mines, but do not even have a mine layer design!?
Nearly all have satellite(s) and layers designed, but do not build any, but troops and bunkers.
Some troops do not have weapons, but 2 pieces of armor ..
They don't have any chemistry or physics researched, therefore no shields and only the basic armor available.
The AIs use leaky armor as if it was 'magic' armor, filling biggest part of the ship with max level weapons (at least, of what is left after dropping enough engines in to get somewhere at all) - this results in "who shoots first wins"-situation especially between AIs even more then necessary because of the design of the combat engine.
.. see screenshot ...
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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December 14th, 2006, 07:59 PM
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Shrapnel Fanatic
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Re: Adamant Mod 0.16.00 Released
Are you offering to help beef up the AI?
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December 14th, 2006, 08:18 PM
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Major General
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Re: Adamant Mod 0.16.00 Released
I'gladly report everything troublesome I find.
But I'll have a job interview tomorrow. If everything goes well, I doubt I'll have much time in the future to spend on game mods, or games at all, as I'll have to do training-on-the-job. For a year or two 
If not, well, I think I'll have some time to spare then ..
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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December 20th, 2006, 06:20 AM
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Re: Adamant Mod 0.16.00 Released
I started a singleplayer game with the new components.txt posted here, but it looks like it's still broken for the two AI's living on ice worlds.
The others have pretty much fully colonized the part of the galaxy I can see, and they're both stuck with a single planet.
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December 20th, 2006, 10:08 AM
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Re: Adamant Mod 0.16.00 Released
Quote:
iaen said:
I started a singleplayer game with the new components.txt posted here, but it looks like it's still broken for the two AI's living on ice worlds.
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'Was only partly fixed. Try this file, should work better ... .
You'll have to start a new game, though, to be sure the AI designs the colonizers correctly.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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December 20th, 2006, 01:05 PM
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Re: Adamant Mod 0.16.00 Released
Thank you, that does work better!
In spite of your advice, I couldn't help but try it in my current game...
It took them a year or so, but they seem to have caught on nicely. Besides the exact component versions, their designs look identical to what the other races use.
I designed a colonizer manually for one of them, which it seems to have built and then marked obsolete in favour of its own new design.
Ofcourse, they do have about a hundred planets worth of catching up to do now...
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