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  #1  
Old February 18th, 2005, 04:44 AM
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Default Re: Proportions Mod version 3.0.3 in the works...

Well I've gotten around the cultural center problem on some levels, by changining the (Resource Gen Modifier System - Minerals) in the various AI_construction_facilties.txt files to (Component Destroyed On Use) which is only on the various settlements and cities, but not on the Cultural Centers. This is allowing the colonies to progress farther, however I expect that they will trip to Cultural Centers sooner or later on some other modifier.

Minus a whole lot AI tagging to tell them to go different paths, I'm not quite sure. If we could just tell them not to build one specific thing, that would be great.
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Old February 18th, 2005, 12:17 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

I think just dumping the Resource Gen Modifier Minerals and Radioactives priorities from the facilities constructions files is the way to go. The way I've got it set up, the AI will for the most part build 3 facilities of the appropriate type, then a colonial development-type structure (using Component Destroyed On Use).. That seems to work out decently, although I can't figure out why military installations will fill up their entire facilities list with resupply depots.

Also, I can-NOT get the AI to design a fighter? Any ideas?

edit:

PvK, I should think the Orbital Space Yard problem could be worked around were normal space yards given a ability- if there's none available, perhaps one the AI is unlikely to use, like Destroy Storm.

Neutrals will probably be fine without a space yard change, but empires can really bog down.
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Old February 18th, 2005, 11:52 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

TheDeadlyshoe:
Military Installations are likely filling them up with resupply depots because of the cargo storage built into standard resupply bases and it's phased shields.
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Old February 20th, 2005, 03:02 AM
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Default Re: Proportions Mod version 3.0.3 in the works...

Any good master mind AI builders out there? Someone please say that an AI can be developed for this great mod that will offer a bit of a challange and utilize the amazing degree of complexity to a degree of something comprehendable and rational.

This is one mod where micro management is something akin to creating a masterpiece civilization, I just want something to keep me in check everynow and then.
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