Mod Packers - Research File Issues - EA & Toron
Have been doing some play testing for Daynarr on some of his new race mods, but, happened to review the EA and Toron races as well during a game. I identified the following issues/problems;
1) The Earth Alliance Construction_Vehicles file contains a Planet per Item value of 1 for Weapons Platforms in the Exploration Category (ie 10 WP's per planet!). As early on it is difficult to actually fit 10 WP's on each planet, the EA wastes a lot of time and resources trying to build WP's to satify the rule (frequent "No Storage Available" Messages).
The other cateogories, however, have Planet per Item settings of only 5 (2 WP's per planet) which is ok. Hence, once the EA switches out of Exploration mode, it is no longer hampered.
2)What is the rationale for researching armour ahead of shields? In all playtesting I have done, it is abundantly clear that the AI does much better if it has shields early on.
3)Shields has been placed 10 entries after Physics. Whats the story? Shields should either follow directly after Physics, or Physics should be lowered so that it is only four above Shields. This sort of research queuing really hampers the AI early on when it is up against a human opponent.
4) Troop Weapons has been placed 8 entries after Troops (and with the 500k Ice Colonisation tech in between).
Again, Troop Weapons should either follow directly after Troops, or Troops should be lowed so that it is only four above Troop Weapons.
5)The Toron DesignCreation file requires that their ships be equipped with capital missiles, but, they only research missiles above level 1 at the end of their research queue. I suggest that if missiles are to be retained in their DesignCreation file, that the Toron Research file be adjusted to ensure that they progressively research missiles, rather than do it all at the end of the game.
I look forward to your replies on these issues. Regards,
God Emperor
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