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  #941  
Old November 21st, 2004, 06:24 PM
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Default Re: Adamant Mod Discussion Thread

Quote:
aiken said:
So does it mean that AI is ok? Probably they were lacking good monster designs because of absence of suitable ship sizes? Smallest monster design is Attack Base (290 kt), demanding Tiny Space Monster hull, which is not available from start, since it requires Monster tech lvl 2.
Probably it looked like this:
Monster race decided to build Attack Ship design ("Entry 2 Type := Attack Ship" in AI_constructionvehicle.txt), but nearest monstrish attack ship design requires 410 kt hull.
It didn't have such ship hull.
So it took AS design from another AI set (from other generic AI or from actual race directory).
And we've seen monster scouts armed with DUCs.

To avoid this situation in the future, one could make separate attack ship design for hulls less than 410 kt, and probably make Tiny Space Monster ship size available from start.
Unless an illegal Paradigm trait was assigned to the Space Monsters, they only have access to monster hulls. No escorts, scouts, battlestations, etc.

Quote:
make Tiny Space Monster ship size available from start.
No. This was done to cause a delay before the monsters start building ships to eat you with in low tech start games. They can not and will not design bizarre ships when set up properly (ie: actually using Space Monster AI files and the proper racial traits).
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  #942  
Old November 21st, 2004, 06:25 PM
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Default Re: Adamant Mod Discussion Thread

Quote:
brianeyci said:
Well I took another look. You need monster level 3 to build tiny space monster, and they can't make them yet.

Right now they are designing hybrid ships, mostly with monster organic armor armed with DUCV. (Yes they have DUCV now). They also use normal armor as well.

Quite an unexpected turn, and not totally unenjoyable. Lets see how the AI runs for a few turns before we "fix" it. Maybe they'll eventually research small space monster and start making them -- although I doubt it, because level 3 monster tech requires 900000 research and the AI only has 50k research.

Brian
The problem here seems to be that you assigned Physical Race to the Monsters, which you should not have done...
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  #943  
Old November 21st, 2004, 06:29 PM
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Default Re: Adamant Mod Discussion Thread

Thanks to Georgig, there is now a Monster folder in the AI folder... this may or may not be sufficient to get the Space Monsters behaving like monsters. The Physical Race trait might still interfere somewhat though...
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  #944  
Old November 21st, 2004, 07:09 PM

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Default Re: Adamant Mod Discussion Thread

Quote:
Imperator Fyron said:
Thanks to Georgig, there is now a Monster folder in the AI folder... this may or may not be sufficient to get the Space Monsters behaving like monsters. The Physical Race trait might still interfere somewhat though...
Thanks Fyron. Appreciate your help.

Is physical race selected by default?

Unfortunately another small nitpick -- the folder is called "monsters" not "monster", with a capital M.

Brian
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  #945  
Old November 21st, 2004, 07:11 PM
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Default Re: Adamant Mod Discussion Thread

Quote:
brianeyci said:
Is physical race selected by default?
No. It is wrong for Monsters to have any of the paradigm traits.

Quote:
brianeyci said:
Unfortunately another small nitpick -- the folder is called "monsters" not "monster", with a capital M.
I just went by what you had posted...
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  #946  
Old November 21st, 2004, 08:02 PM
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Default Re: Adamant Mod Discussion Thread

Quote:
brianeyci said:
Unfortunately another small nitpick -- the folder is called "monsters" not "monster", with a capital M.
This is now corrected.
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  #947  
Old November 22nd, 2004, 05:05 PM

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Default Re: Adamant Mod Discussion Thread

Fyron,

I've just found a strange thing while looking through the available techs/facilites I can get in my magic paradigam Adamant 13 game.
It seems that even without any 'Ethreality' techs (at all) I can get a 'Planetary Ethreal Mana barrier VI'!
It may be unlikely that someone would get to this level in 'Protective Barriers' without any level in 'Ethreality' (especially since it is only 5000 reaserch!) but it can! (well I have!)
Maybe you should make all the Ethreal mana barriers need level 1 of 'Ethreality at' minimum for 'realism'.

Of course this may effect the other paradigms aswell I've not checked

Just my 2 pennys!
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  #948  
Old November 23rd, 2004, 08:59 PM
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Default Re: Adamant Mod Discussion Thread

Ahh... Finally a break. And in honor of Thankgiving break I have a new pic. The Lightning Bolt :
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  #949  
Old November 23rd, 2004, 09:18 PM
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Default Re: Adamant Mod Discussion Thread

How does this mod fair in single player? I'm generally too impatient to play 1 turn per day and a good AI is good enough for me.
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  #950  
Old November 23rd, 2004, 11:12 PM
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Default Re: Adamant Mod Discussion Thread

Quote:
CovertJaguar said:
Ahh... Finally a break. And in honor of Thankgiving break I have a new pic. The Lightning Bolt :

[img]/threads/images/Graemlins/icon09.gif[/img] [img]/threads/images/Graemlins/icon09.gif[/img] [img]/threads/images/Graemlins/icon09.gif[/img] [img]/threads/images/Graemlins/icon09.gif[/img] [img]/threads/images/Graemlins/icon09.gif[/img]/5
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