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  #621  
Old January 14th, 2007, 04:21 AM
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Default Re: Balance Mod AI

The Drushocka empire, which has organic technology, still uses DUC as weapons for the design of crusers, although they have the technology for racial organic weapons.
Is that intentional?
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  #622  
Old January 14th, 2007, 04:25 AM

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Default Re: Balance Mod AI

Seems it might be nice for them to vary weapons a little bit, but yeah races with race tech should use those techs chiefly. Maybe throw in a DUC or two if it compliments the design in some way. Dunno how to program the AI to do that though.
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  #623  
Old January 14th, 2007, 04:45 AM
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Default Re: Balance Mod AI

Quote:
Q said:The Drushocka empire, which has organic technology, still uses DUC as weapons for the design of cruisers, although they have the technology for racial organic weapons. Is that intentional?
I'd assume it's a Defense Ship design type for the Cruiser, which uses the secondary weapon. If they haven't reached Acid Globules yet, it would default to DUCs. Although perhaps inserting Seeking Parasites between DUCs and Acid Globules in the progression might be more appropriate.

-----

In other mod news I've been re-scripting some more diplomatic stuff focusing on adding score percent comparisons to modify AI responses. For example, a much weaker AI should be more inclined to accept a poor treaty or give a gift and things of that sort. I was also able to clean up the way the AI offers new treaties - it should now be done using the Change in Treaty message header and not as an entirely new treaty. I suppose I should come up with a scheme to prevent the same "class" of treaty being offered though.

I spent earlier today merging in some of the new AI functions added in SE:V v1.22, which focused on Spaceports/Space Yards construction. The AI will check it's build queues for these items, which means no more building multiple spaceports in a system if the planets are colonized approximately at the same time etc. I extended this to Resupply Depots as well. One related function I hope to add for v1.03 is the AI's scrapping of facilities to make room for resource enhancers (on planet's with appropriate numbers of resource facilities) or replacement of Resource Facilities with Monoliths on mixed resource colony types.

-----

It will probably be a couple of weeks to v1.03 is released since it uses functions that were added post v1.20 of SE:V and will need the next patch to work.
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  #624  
Old January 14th, 2007, 05:26 PM
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Default Re: Balance Mod AI

I'm finding some A.I ship designs are mixing normal armour with emissive armour.Relations between A.I's and myself can never form Partnerships because relations never go high enough,same with A.I's between each other.
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  #625  
Old January 14th, 2007, 06:40 PM
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Default Re: Balance Mod AI

That is a good thing, is it not?
Normal armor provides the hitpoints, emissive provides the damage resistance (at least it will once the ability is fixed).
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  #626  
Old January 14th, 2007, 06:43 PM
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Default Re: Balance Mod AI

I thought you needed the ship to only have emissive armour before the ability worked?
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  #627  
Old January 14th, 2007, 06:47 PM

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Default Re: Balance Mod AI

Nope. Actually you only get the benefit of one emmissive ability.

SJ: what's wrong with it at the moment? I know it has some oddities when it comes to damage penetration, but it seems to be working otherwise.
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  #628  
Old January 14th, 2007, 07:05 PM

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Default Re: Balance Mod AI

Still, if the emissive armor is damaged/destroyed first then you loose its damage resistance, so it might not be that bad of an idea to keep only emissive armor on the ships, or at least two components.
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  #629  
Old January 14th, 2007, 08:31 PM
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Default Re: Balance Mod Designs

The regular AI will mix up the armor types, with the larger ships using mostly regular armor, plus a couple of emissive armors, and either stealth or scattering armor. Smaller ships will use regular armor and usually add just 1 emissive armor - so no backups there.

---

The updated treaty package scheme will have the AI sometimes propose better treaties like partnerships or cooperative treaties to stronger players even if relations aren't the greatest.
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  #630  
Old January 14th, 2007, 08:54 PM
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Default Re: Balance Mod Designs

The trick CK, is to add the emissive last.
First placed = First hit Sucks, I know.

The emissive armor does all-or-nothing at the moment.

59 points of emissive vs a 60 damage CSM = 60 damage to the hull.
I know we had to press him to fix this in SE4, to make it work usefully, as it did in SE3. Such a pain to have to repeat the process.
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