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  #21  
Old February 15th, 2005, 11:33 AM
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Default Re: Proportions Mod version 3.0.3 in the works...

1. It looks like several of the AI(s) are missing colonial development in their research tree. Hence when they get to a stage that the planets are supposed to build a mineral/organic/research/etc modifier such as minor city, the only thing to build is a Cultural Center.

One AI with this problem for example is:
XiChung_AI_Research.txt
XiChung_AI_Construction_Facilities.txt

I'll test this later to see if it fixes the problem.
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  #22  
Old February 17th, 2005, 09:56 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

anyone got any bright ideas to force the AI not to build colony ships till it has colony tech?

*EDIT*

The various advanced Radioactives extraction buildings do not have the "Drop Troops" ability. On purpose or bug?
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  #23  
Old February 17th, 2005, 09:59 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Is the AI set up to play well in the mod? I have never checked and was wondering.
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  #24  
Old February 17th, 2005, 10:20 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Quote:
TheDeadlyShoe said:
anyone got any bright ideas to force the AI not to build colony ships till it has colony tech?
You could do what I did to solve this problem in Adamant. Add a new set of 0 kT, 1 hit point components, one for each colony type. Give them each a unique AI tag (NOT the colony ability). Make these AI tags "Must Have" abilities for each colony ship design, as appropriate. Now, the AI can not design a colony ship until it has these components available, which incidentally require exactly the same technology as the colony modules.
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  #25  
Old February 17th, 2005, 10:55 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Fyron: That sure would help, although I'm not sure there's any ability tags left in Proportions!

Atrocities: No, the AI is Craptacular at least in 3.0+; I never tried the previous versions, though.

*EDIT*

The AI I'm working on uses Crystal tech. I required Shield Generation From Damage, and that did the trick. (The way it's layed out, Crystalline Technology researches directly after the tenth level of Rock Planet Colonizers, which finishes at about turn 15-16.) Obviously not universal, but it works for now.
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  #26  
Old February 17th, 2005, 11:21 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Eh, adding colonial development did not help the cultural center oddity. I differ to more seasoned AI modders on fixing it, but it has to do with the Cultural Center still being the "better" choice when an AI has to choose on Resource Generation Modifiers.

Adding Colonial development instead made somethings worse, as the AI in several cases decided to start building Minor Spaceport Cities instead of Spaceports.

Atrocities: Minus this Cultural Center bug, some AI's are good, some not so. In my game even with 4 planets stuck on Cultural Centers, the CueCappa are expanding fast enough to be a good challenge.
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  #27  
Old February 17th, 2005, 11:25 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Toryin;

Be careful. If the AI researches Space Yards 2, it will retrofit all of its Space Station SYs into useless hulks. I've required Large Space Stations for AI station construction to get around this, but it hugely slows down their early game. No better ideas, though.

As for the Cultural Centers, there's nothing particularly wrong with Minor Spaceport Cities, even if they take a while!

*EDIT*

I am utterly confused as to why my Mining Colonies are building Energy Transmission Lens.
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  #28  
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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  #29  
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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  #30  
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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