RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
7 Posts 434 Replies 29,808 Reputation

I don't know what would cause a lack of colony ship production. Those can be built from the start of the game, so changing the category of a few techs isn't going to mess with that. You should check that the computer civs have their intelligence level set properly, a lack of it might cause them to twiddle their thumbs.

507 Replies 1,010,237 Views

Thing is though, after Space Weapons is researched the following techs have quite a low AI value, but they are categorised as Military. So it's possible that the category has some sort of multiplicative effect when certain conditions are met. This means that when the situation changes then the most valued tech changes too. For example, if the economy overheats then the AI will favour techs which lead to new economic structures. Without being put in the military categ

507 Replies 1,010,237 Views

Printscreen button. Cunningly hidden in My Documents\My Games\GC2TwilightArnor\ScreenShots (or in the Dark Avatar or Dread Lords folders if you are playing those instead).

2 Replies 7,035 Views

Well, PD works as a category, it's just that missile weapons have to exist for the associated tech to look worthwhile to the AI. So in a game where no missiles get invented, the AI apparently researches every military tech they can get their hands on, except Space Weapons and the stuff beyond it. In my opinion, the aggression slider for a given race is a pretty good way of regulating their tendency to war, and I'd rather that the AI be free to pursue research that gives i

507 Replies 1,010,237 Views

Thalans have the Defence Industries prerequisite, which I just changed to Military/Weapons. I already changed their Space Weapons tech to Military/Weapons. In the game I'm running at the moment, a custom race with the Terran tech tree has the biggest military by far and there's no indication that anybody will be able to stop them. Of course, I have a plan... The mod has definitely increased interstellar warfare, it'll be a lot more satisfying to win by conquest now

507 Replies 1,010,237 Views

Updated the mod. Defence Industries tech for Thalans (pre-requisite for Space Weapons) is now in the Weapons branch instead of Defences branch. Don't know if that changes things for the AI, but certainly in the game I just played they didn't seem interested in progressing past this tech.

507 Replies 1,010,237 Views

1. You make a copy of some of the game's data files, throw them in a mod folder, make changes to them, point the game to use mods and that particular mod folder. Observe the results. 2. Beats me. 3. The shipyard allows you to create new ship designs while you're playing. The ship designer allows you to do this from the main menu. First you pick which size of ship you want to design, and then you add modules to it. There are two categories of module you

11 Replies 9,074 Views

Removing malware from a computer only works if the computer's security is not compromised. No prizes for guessing that a lot of malware exists simply to quietly take down your security, so that other malware can infest it. Reformatting and reinstalling may be a pain, but since not removal software is guaranteed to get rid of everything, you can be up and running again (assuming you back up your files) in far less time than it would take to do all the malware scans. You c

109 Replies 152,714 Views

I think that retail could take serious advantage of digital distribution, if it wasn't for all the physical media they have to sell. Imagine being able to go in and download your paid-for game in store in a matter of minutes, rather than waiting hours for a dozen or so GB to transfer at home. Retail has always had the advantage of immediacy - no waiting for your game to arrive in the post or download from a server - and if it's going to survive it needs to hold onto that advanta

70 Replies 234,357 Views

Pretty sure they aren't going to develop Space Weapons just with the aggression slider maxed. I've posted a mod over in the Modding section, please check it out if you're having this issue.

14 Replies 7,301 Views

[Disclaimer: Stardock does not endorse or support this mod. This thread has merely been stickied so users can more easily direct comments or questions to the authors of this popular modification.] Some time ago the modding community started poking around in the TA tech trees to see why the AI was reluctant to develop certain techs. We found that some weapons techs were categorised as PD, instead of Military, meaning that u

507 Replies 1,010,237 Views

So I've finally got them researching Space Weapons. Unfortunately at the moment I don't know if that's a result of the tech tree amendment, or because I yoinked the aggression slider all the way to the right. So I will have to start another game and see which it is.

14 Replies 7,301 Views

Okay here's something interesting. I fired up the Tech Tree Editor, and took a look at the Altarian tech tree. Space Weapons is categorised there as PD. This is the same category which is given to point defence technologies. Same dealio for the Korx, Terran, Dread Lord, Drath and Minor Race tech trees. The obvious implication here is that if the AI is designed to check a particular pre-condition before research begins (e.g. does the enemy have missile weapons?)

14 Replies 7,301 Views

I used the cheat mode to switch to the other races in a new game. There's nothing obviously wrong (like the line of techs leading to weapons being completely missing) but they're choosing not to spend very much time on working towards getting weapons. My theory is that the increase in time taken for weapons research in TotA, plus the slow tech speed, means that the AI considers Space Weapons a waste of time. So unless you like going influence or tech wins, playing with a s

14 Replies 7,301 Views

This game I'm playing now, same bug. It's crazy that these races will declare war on each other if they get gifted enough ships, but they won't research weapons on their own.

14 Replies 7,301 Views

[quote]How the hell do ya'all deal with such a massive empire? By the end of the game, my Colony Screen was more than a full page long. More than once I had to step away and have a cup of coffee just to get my head on straight.[/quote] You can rename your colonies (even after initial colonisation) to help you manage them. So for example, you could name economic planets anything starting with E, research colonies starting with R, and shipbuilding planets starting with S.

22 Replies 23,333 Views

Okay, let's say for sake of argument that the choice was between HD-quality space battles and tactical combat. Now, I can see myself becoming tired of using tactic C to beat tactic A, but I can't say the same for watching brilliantly-rendered ships shooting at each other. Especially when the ships you go up against may have different weapons, may choose different angles of attack, and so on. You're not going to be able to sit and enjoy the battle if you're pausing and giving

59 Replies 78,943 Views

I've never seen the AI take potshots at asteroid mines. I guess it could be because they figure they will control them anyway if they take the planet supplying my influence, or it could be that they aren't Chaotic Evil. The only time I would take out asteroid mines is if they're providing a significant boost to an enemy planet which I can't capture at the moment. Otherwise, I wait for them to sign contracts with me instead when planets start changing hands. What with

92 Replies 133,310 Views

A few other things that may prove helpful. Your basic Colony Ship is three Basic life Support modules, an original Hyperdrive module, and a colony module, on a cargo hull. While this suits those times when you need to burn quickly to someplace else and settle, it is a bit expensive if you're planning to settle a planet three squares away. Use the Ship Designer to create yourself a barebones Colony Ship, no Hyperdrive module, maybe one of the Life Support modules. Your star

22 Replies 23,333 Views