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February 6th, 2001, 04:23 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: AI colony ship design
That's a nice idea, I have included it into my MOD files.
Geoschmo: Giving extra resources to the colonizer module is a good idea.
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February 6th, 2001, 07:23 PM
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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
Good idea, geoschmo. I'll join Mephisto in adding it to my custom techs...  1000 supply is 20 turns of movement with standard ion engines. This should go a long way towards fixing the AI's stupidity about colony ship navigation. Guess I'll have to consider releasing a mod myself one of these days.
[This message has been edited by Baron Munchausen (edited 06 February 2001).]
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February 6th, 2001, 07:59 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: AI colony ship design
quote: Originally posted by Baron Munchausen:
Researching the QR is very expensive, though. You'd probably do better to tell the AI to research Stellar Harnessing and put a solar panel on each colonizer. It can be available much earlier in the game.
I don't mod yet (you guys doing it are doing an awesome job!!), but I do agree with Baron M. I never research QR - just put Solar Collector III's on all long range ships. I never have to worry 'bout resupply problems except in the longest and "bloodiest" campaigns. Even in a long campaign, I may only have to wait 1 -2 turns to get my tanks full with my Capital Ships (and of course a supply tanker w/ 10 or so SC III's).
I would bet that even in an Ancient galaxy setup, the AI's colonizers would at least triple their range. Even when they do run out, as soon as they get to a system with a sun, they recharge and get moving again. I would think that would more than make up for reduced cargo capacity.
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February 6th, 2001, 08:01 PM
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Sergeant
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Join Date: Jan 2001
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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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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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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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