Darvroth

Darvroth

Joined Last seen Member # 2458332
2 Posts 35 Replies 548 Reputation

[quote who="Martechi" reply="4688" id="3490345"] About ideas for balance/pacing: I know the whole resource thing, income and stuff will be overdone many times until this one is finished, but when I played the last games, I had the feeling that the jumpgates are a bit cheap, or maybe I should say "easy to use." [/quote] There are two flavors of jumpgate, a planetmodule and a starbase. The AI will make and use the planet module but I have never seen it use the starbase variet

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[quote who="Martechi" reply="4689" id="3490354"] Okay, last one for today: When played in window mode on a max resolution of 1366x768 the research screen seems to be cut-off: http://www.mediafire.com/convkey/b9cf/rye6mgla8bz6hijfg.jpg?size_id=8 [/quote] You're the first to report this specific problem. If you could provide resolution settings it might help, others on the team may need additional data to either replicate or make a recommendation to mitigate.

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[quote who="Martechi" reply="4686" id="3490300"] I know this is a problem in some mods, but I don't remember seeing it in this mod before so often. [/quote] Sadly yes, it has bedeviled us for about two years now. I've taken several steps to mitigate and we were discussing additional measures just last week. We'll see if the next several builds can reduce or eliminate the problem.

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[quote who="Darvroth" reply="4681" id="3490175"] It continues to blaze the shortest tech path for "the" tech that unlocks the titan ship. [/quote] I'll clarify, the AI (every race) takes the quickest research path unlock the titan ship. The AI is ignorant of perquisites to actually build the titan, the game designers apparently did not conceive or care enough to account for this in AI behavior. This leads to many problems for AI players but doesn't hinder human play

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TobiWahn, I rewrote the Titan tech pathways and the AI was ignorant of the change. It continues to blaze the shortest tech path for "the" tech that unlocks the titan ship. Given my numerous other attempts to influence AI behavior I see no alternative but to tweak the existing tech paths. The EA and Centauri are in the best shape but could use a couple tweaks. When in possession of the next DB I'll make that a priority.

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[quote who="Martechi" reply="4678" id="3489879"] Any idea how to fix that problem? [/quote] The mod leader TobiWahn will need to confirm access level and he won't be available till Thursday. Edit: A warning though, it is an internal build and still has a few lingering stability problems, though we haven't had a reported crash in several weeks.

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[quote who="Martechi" reply="4671" id="3489467"] I have already played this mod for hours and it was incredibly fun, so I want to thank you, thank you for all the time and effort you put into this mod. [/quote] If you have any ideas for balance, pacing or any bugs you've encountered please let us know. Testing is very time consuming and I'll admit to shortcutting if I hit "good enough" or "it works" which may not be true for every gaming rig.

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[quote who="ZombiesRus5" reply="2264" id="3488378"] As you can imagine this was a ton of abilities to try and fit in which sometimes means some lack in imagination [/quote] I know first hand. When I get a chance I'll look but it may be a while my first effort is still to SotYR.

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Zombie, You still need capital ship abilities? I have half a dozen or so left over from SotYR that fell out on the editing room floor. They would need a bit of tweaking to conform and I'd need to spend some time pouring over what you already have to find good fits.

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Best of luck. There are several good sites devoted to various aspects of the SoaSE engine and AI behavior. Despite years of intensive effort modders still find new things. If you hit upon something weird, ask it can save you weeks of frustration. That said it is still possible you stumbled upon something entirely new. Again, best of luck.

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[quote who="TobiWahn_Kenobi" reply="4655" id="3480059"] True. Should we or not? I do like them to research it, but if it breaks AI behaviour, we might have to let it go. [/quote] I'll rid the tech trees of the capital fabricator but you'll have to add them to the GalaxyScenarioDef to ensure every faction has one at the home planet, and that they are buildable thereafter when I return that commit to you. I'll also rework the titan prereqs for each race to ensure v

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[quote who="Hael-sose" reply="4647" id="3479531"]So how about having the game scenario such that each capital planet starts with a capital ship factory?[/quote] Yes, well access if not a free fabrication facility but we also have to rework the tech tree to remove the capital ship fabrication facility and clean up the tech pathing from that removal.

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[quote who="furyofthestars" reply="4644" id="3479478"]BlackMarketBuyPriceAdjustment should only adjust the price, not allow access. Of the default races, TEC is the only one with a research containing that and yet the others are able to access it just fine.[/quote] TobiWahn, Can you peak in the constant files and see if we may have inadvertently left something off? I didn't see anything in the race files that would help.

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[quote who="furyofthestars" reply="4644" id="3479478"]To note something for you on talking about spreading the Titan research out to get the AI to research other subjects as well, the AI should prioritize all ship/structure unlocks and, subsequently, any prereqs for those.[/quote] The AI seems to take the following in priority order: First capital ship Titan Remaining capital ship (any will do) Access to a bombing frigate Any other tech path tha

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