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  #31  
Old November 7th, 2001, 06:45 PM
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Default Re: TDM-ModPack 2.00 BETA

Here are all the updated AI files.
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  #32  
Old November 7th, 2001, 06:52 PM

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Default Re: TDM-ModPack 2.00 BETA

many thanks capnq, slip of the digit there - I will be downloading the patch this evening and holding off on the Mods for the moment.

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  #33  
Old November 7th, 2001, 07:22 PM
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Default Re: TDM-ModPack 2.00 BETA

Hi everybody,
here is a couple of things that I noticed and also some some results from a test game:
1) The Colonials and Drakol do not research astrophysics1 in not connected state, so they cannot research stellar manipulation either.
2) The new files for romulan and klingon that are posted by God Emperor in the mod archive will add new empires to the folder. There are now two sets of empires for each race romulan/romulan star empire and klingon/klingon empire.

I have started a test game: large mid-life (random map, but modded to leave black holes out), 3 average planets, low tech/med cost, 3000 pts, high AI difficuty, low bonus.
Races included are the ones mentioned in the readme to have major reworks (Jraenar, Praetorian, UkraTal, Terran, Xiati), the new ones (Vaxin , Orks), the Romulan and Klingons, and the Space Vikings (of course, ). I am playing the Norak under full minister control. edit: (and not getting the low bonus. So don't worry about them Daynarr . I will include your races in my next test).

I have posted the stats for turns 10, 20, and 30 as jpgs (attached).

Diplomacy (turn 30):

Norak (me): war with Terran & Romulans, TA with Vaxin
Space Vikings: war with Jraenar & Xiati, TA with Orks
Jraenar: war with Vikings, MA with Xiati
Preatorians: war with Vaxin, TA with Romulan
UkraTal: war with Orks
Terrans: war with Norak, TA with Romulan
Xiati: war with Vikings, MA with Jraenar, TA with Vaxin
Vaxin: TA with Norak & Xiati, war with Praetorians
Orks: war with UkraTal & Klingons, TA with Vikings
Romulan: war with Norak, TA with Praetorians & Terrans
Klingons: war with Orks

After saving on turn 20 and 30, I checked on the races for research:
Jraenar: all projects completed and thus reserach loss on turn 30 after researching PPB3 and Expl. Warhead2
Preatorian: on turn 30 after PPB1 and smaller weapons2
UkraTal: on turn 20 after PDC2 and sm. Weap1
Terran: on turn 20 after chemistry and PPB3

I noticed that many races use only 50s for research now. That will probably result in a lot of research lost (especially if giving the AI a bonus). Smaller numbers for cheap projects would not be a bad idea, IMHO.

Please let me know, if you are interested on the stats of later turns of that test game (I don't want to flood this thread with stats unless desired). Otherwise I will just post other things that I notice.

Rollo

[This message has been edited by Rollo (edited 07 November 2001).]
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  #34  
Old November 7th, 2001, 07:43 PM
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Default Re: TDM-ModPack 2.00 BETA

Thank you Mephisto for the updated AI.
The Romulan and Klingons should only have the AI files the God Emperor has included. The Emp. Files I produced are exact matches for the General AI setup. They do not contain anything new. The AI IS God Emperors.

[This message has been edited by Atrocities (edited 07 November 2001).]
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  #35  
Old November 7th, 2001, 08:16 PM
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Default Re: TDM-ModPack 2.00 BETA

A short note for you, Atrocities: The emp files you sent earlier today had the button "use styles from race" not check, i.e. by adding the emp files the klingons and romulans are playing with the default AI. I have fixed this in the TDM-Emps so you might consider using them. I have also re-added all of God Emperors files to make sure that we are using his new files and no old files that might have slipped in with your graphics.

[This message has been edited by [K126]Mephisto (edited 07 November 2001).]
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  #36  
Old November 7th, 2001, 08:32 PM
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Default Re: TDM-ModPack 2.00 BETA

Rollo, by all means, keep posting! This is exactly what we want to see here!
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  #37  
Old November 7th, 2001, 08:40 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by Rollo:
I noticed that many races use only 50s for research now. That will probably result in a lot of research lost (especially if giving the AI a bonus). Smaller numbers for cheap projects would not be a bad idea, IMHO.


As usual there are two sides of the medal.
If you increase the number of simultaneous projects in a low research point environment (maybe even high tech costs) the AI will not really press an early advantage in an research field. It is just hard to balance but in the end the AI will only lose research points in the beginning and not that many point (usually). We all have to make some compromises.
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  #38  
Old November 7th, 2001, 09:09 PM
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Default Re: TDM-ModPack 2.00 BETA

Thanks
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  #39  
Old November 7th, 2001, 09:16 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by Rollo:

1) The Colonials and Drakol do not research astrophysics1 in not connected state, so they cannot research stellar manipulation either...
Races included are the ones mentioned in the readme to have major reworks (Jraenar, Praetorian, UkraTal, Terran, Xiati), the new ones (Vaxin , Orks), the Romulan and Klingons, and the Space Vikings (of course, ). I am playing the Norak under full minister control. edit: (and not getting the low bonus. So don't worry about them Daynarr . I will include your races in my next test).



Rollo- Thanks for the roll call that is exactly what we need so keep it coming. I will immediately fix the research files. Thanks for the catch.

Also FYI - the Dra'kol, Piundon and Colonials were completely reworked too so somebody please add them to their game and give constructive criticism

Thanks
-TG
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  #40  
Old November 7th, 2001, 09:59 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by [K126]Mephisto:
As usual there are two sides of the medal.
If you increase the number of simultaneous projects in a low research point environment (maybe even high tech costs) the AI will not really press an early advantage in an research field. It is just hard to balance but in the end the AI will only lose research points in the beginning and not that many point (usually). We all have to make some compromises.



I agree with you and I am not saying that lower numbers should be used in general. However, certain tech levels (e.g low level armor and weapons , Adv. Mil. Sci., and other 5000 point stuff) could use lower numbers to prevent research loss. Just MHO.

I'll post more of my test game later.

Rollo

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