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May 5th, 2004, 03:23 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I could use help on the AI... currently, they all use the same Design Creation, Research, Facility Construction, and... Vehicle Creation? (the one that controls how many of each design they build) files, with slight modifications to the designs for the 3 race paradigms. And it isnt pretty... they work, but yeah...
I left the original files in the Backup folders, though many of the stock shipsets have TDM modified files in there... feel free to use stock AI files if you would prefer.
The research files probably just need a bit of tweaking, as the important techs are researched in a reasonable order. They have all the racial traits (such as temporal and psionic) in them, so that races with those traits will be able to use them. Incidentally, the Facility Construction files call for most of the racial trait facilities already. They are very generic.
The design creation files... are not too hot. If you can solve the problem of the AI adding 2 colony modules but not wanting to add just one (with different design, just the "must have" line used), without having to add special AI techs or change the current system of scale mounted colony module, that would be really cool.
For AI Tag usage, look in Abilities.txt. I have recorded which components and facilities currently use each of them in there.
AI_General files are all taken care of, unless there was a typo somewhere...
Other than the files mentioned above, all the races use pretty much unmodified files, as they dont really need to be modified much for a mod (Speech, for example ).
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May 5th, 2004, 03:32 AM
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Lieutenant Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Will do.
I will need to become re-acclimated to your formats and then get cracking on the AI.
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May 5th, 2004, 03:34 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Jubilation!
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May 5th, 2004, 07:00 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have been contemplating adding a research station component to Adamant (for bases only). Trying to determine how much research it should make and how much it should cost... Basically, how many resources would be traded for research each turn. Any ideas?
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May 5th, 2004, 07:16 AM
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Major
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Umm, but where is already Medical Bay and analogues. Though in my opinion it's overpriced. Maybe.
Anyway, considering that race have default maintanence rate, 2000-5000 resources [lvls dependent] (M+O+R) of maintanence paid per component per turn for 200-500 [lvls dependent] research (or intel) points is not a worst idea.
To summarize: 1000 res for 100 points. M/O/R ratios can be differen for different pardigms (ie race types).
[ May 05, 2004, 06:21: Message edited by: aiken ]
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May 5th, 2004, 07:20 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Well Medical Bays have research just as a bonus, not meant as actual practical research components... they are expensive because you hardly ever need to build them, so why not? I don't like the idea of cheap medical escorts able to cure any plague.
[ May 05, 2004, 06:32: Message edited by: Imperator Fyron ]
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May 5th, 2004, 07:25 AM
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Major
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Sorry I edited my post.
From 2000 res for 200 points at lvl 1 to 5000 res for 500 points at ... lets say lvl 5.
Edit: well it's just round numbers afterall, they can only give a basic scale.
Edit2: taking into attention 90% maint reduction for bases and their size of 1000 kt minimum, the component should be rather expensive and have a size about 200 kt.
[ May 05, 2004, 06:38: Message edited by: aiken ]
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May 5th, 2004, 07:39 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Hmm... something to keep in mind is where these resources come from. Is it more productive to build mining facilities and then use those resources to build research stations, or is it more productive to just build research labs on the planet in the first place?
Quote:
taking into attention 90% maint reduction
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This is more like a net maintenance reduction of 60%, given that the base maintenance rate is 100, rather than 25, in Adamant. Ships have 75% maintenance reduction, bases 90%. This keeps base maintenance paid about the same, but allows teh Maintenance Aptitude trait to function much more logically, by reducing maintenance paid, rather than base maintenance rate. 1% means you pay 1% less maintenance, not 24% instead of 25%, which is more than a 1% decrease (10% decrease, in fact).
[ May 05, 2004, 06:42: Message edited by: Imperator Fyron ]
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May 5th, 2004, 08:08 AM
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First Lieutenant
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
ohhh! I get it, transfering resorces to reserch points.... (duh you probibly said that to)
yea, you probibly want it to be better to build facilitys rather than bases.
this is going to make race creation more interesting...
__________________
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May 5th, 2004, 08:14 AM
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Major
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The main problem I can see, is not maintanence but investments into the construction of such bases: 20000 resources x 5 comp per base = 100000 resourses (asuming 10:1 scale). That is quite expensive and takes long time for non-HW planets to build. To workaround this you can add positive Modified Maintenance Cost ability to this component and make them cheaper. Will the positive and negative values substract from each other, or not?
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