MabusAltarn

MabusAltarn

Joined Member # 2490498
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[quote who="DARCA1213" reply="549" id="3509046"] I think its time to send it to SD or inform them, there will always be a tiny thing that needs fixing and we can't, the game has to much interconnectivity. [/quote] No. I am still waiting for Frogboy to get back to me about AIP changes in the EXE file. If he gives his blessing this will have a major (positive) impact on the mod. If the answer is no then we're about done.

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[quote who="SilasOfBorg" reply="546" id="3509011"] Things I really like about the mod: * condensing of starbase upgrades. I know this was done to help the AI, and it shows, but I like it too. * AI having mostly sensible planets, with decent morale, not overpopulating to the point where I always had *billions* of extra troops from Information Warfare. * all the AIs I played against were pretty good on the colony r

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I've made an interesting discovery. AIP7 CAN colonize outside of it's territory it fails to LAUNCH it's colony ships unless there's a plent in it's territory. I know this might seem like a small difference but if we can trick the AI into launching it's ships THEN it will send them to a planet in or out of it's sphere of influence. Thoughts? Ideas?

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[quote who="Gaunathor" reply="543" id="3508835"] I'm really sorry about this fuck-up, and hope, that this didn't screw anything up for you guys. [/quote] Hey there. No it's doesn't and I'm glad you updated the Yor. Currently we are testing out some ideas how to get AIP7 to colonize better. Right now I've got the capital and colony base set at 200 prestige. AIP7 still scores lower but it does okey. The great thing about this method is that influence c

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[quote who="Gaunathor" reply="537" id="3508559"] The Drengin and Yor are back on AIP 7, and the Iconians are now on AIP 11. [/quote] I still hope Frogboy will give his blessing to let me change the defeault AIs, if not that this is great work. [quote who="Gaunathor" reply="537" id="3508559"] This, combined with my worsening depression, gives me only one choice: quit before I have another breakdown. [/quote] I am very sorry to hear about your depress

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@Gaunathor I checked out the spreadsheet. The building costs look good to me. I like how you've synced the first and in some cases 2nd tier of technology in costs and how the cost tapers off when you hit the more advanced tech. I don't see how the AI could be faster than vanilla in this setup at the start of the game.

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[quote who="Gaunathor" reply="524" id="3508045"] Well, that is kinda obvious, because it has to pay for less TP/MP. However, having such a big income means, that the AI now doesn't has enough means to use its money. Also, how long does it take to build anything with your values? I don't want to make the game slower than the vanilla version already was. Preferably, I would like to keep it at roughly the same speed at the beginning, and make it a bit faster towards the e

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Just ran a little experiment. I cut the MP and TP in half on all structures and had the AIs have a little fun medium map, tough difficulty, no eco bonuses, abundant planets. No techtrading. The year is 2229 The results are as follows: Arceans. 422 bc/t Yor. 3000 bc/t (?!) Torians. 993 bc/t Drengin. 174 bc/t All were able to make money while keeping their people happy. The Yor are making far to much money though.

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[quote who="Maiden666" reply="511" id="3507863"] +Social will mean more production costs (although cheap/50% one) wouldn't that further exacerbate that matter? [/quote] Not exactly. +social only works on social construction. Once every structure is finished it's lost to prevent military production from benefitting from +social. Once a planet is build up any extra costs associated with a +social bonus vanish. [quote who="DARCA1213" reply="512" id="350787

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[quote]However, if the low costs cause problems for the AI, then we have to adjust them. Questions is, by how much? I'd like to keep the linear increase, because those big, sudden jumps in the vanilla game always bothered me. So, would an increase by 100% of the cost of the original building, instead of the current 50%, work? For example, Traditional Factory costs 35, Enhanced Factory 70, Xeno Factory 105, Manufacturing Center 140, and Industrial Sector 175. Still, increasing the

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Hey everyone. I've been fiddeling with the EXE file and trying to come to grips with assembly language. It's been an interesting experience. For a moment I thought I had found the code that stored the AIPersonalities in memories but... it wasn't. However, I have located the code that stores the AIPersonality in the RACECONFIGXML file and was able to disable it. Result. No AIPersonality tag in the .RACECONFIGXML file. Unfortunately the game reverts back to the default AI wh

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[quote who="MarvinKosh" reply="493" id="3507526"] I imagine it would be fairly simple for them to come up with a utility like that and have it pass along command line options (like cheat) to the proper game executable. I mean, it isn't as pretty as fixing the game, but if it works then can't really argue with the results. [/quote] It's actually pretty difficult to find a value like that.

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AI swap it is then. AIP7 does alright on medium maps, so I guess that's acceptable. The Iconians can probably manage on AIP11, same with the Torians. It's a fair guess that what works with the Korath will work on the Drengin. At least they don't have Spore Ships, right ;).

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So I've been trying to find the AIPersonality values in the EXE file but it's proving to be a fruitless endevour. To me, an "official" community patch cannot under any circumstances give a player the ability to shoot themselves in the foot. In my view, that leaves us with two choices. Change the AIs. If a race gets a "Generic" dialogue it's a shame but overall not that bad. Lots of texts are loaded using the

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[quote who="Maiden666" reply="485" id="3507400"] I can not reproduce this. I see no changes to the raceconfig.xml. [/quote] It's not Raceconfig.XML that's changed it the .RACECONFIGXML files. Try this. First, clear your .RACECONFIGXML files. Start the game. Pick the Terrans. Pick the Drengin to play against and hit Edit. Go to the Personality tab. The AI Personality is displayed as "Generic". That's because the Drengin were set to AIP8 in Ra

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[quote who="Gaunathor" reply="482" id="3507380"] I really have no idea what more I could do, to get the Korath to reliably research Spore Weapons. [/quote] Lower the research costs but increase the manufacuring costs of spore ships maybe?

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[quote who="Gaunathor" reply="478" id="3507325"] So, how about we reduce the number of affected races, instead of hoping Stardock will add a 3rd party program to fix this (which they most likely won't)? Move the Thalan back to AIP 8 (they were already pretty good there), and the Iconians to AIP 11 (if they do okay there). This leaves only the Drengin and Yor to be greatly affected by this. Not much we can do about that though, because moving them back to AIP 7 isn't really a good

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To elaborate further. When you edit the personality of one of the mentioned races it's AIP is set to 11, it's dialogue is set to generic. When you start the game you'll notice. Unfortunately the civ's .RACECONFIGXML file isn't reprocessed until you return to the main menu. That means that even if a program changed the .RACECONFIGXML file and fixed it's AIP/Dialogue these changes won't take effect until you start a new game. CTRL-N doesn't

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The problem occurs when there's an AIP/Dialogue mismatch. This effects the: Thalan Iconians Torians Yor Drengin When you edit their personality their race behaviour is displayed as Generic and will be stored as such in the Raceconfig.xml file. This ONLY happens if you make a manual alteration in the Personality tab, not when you assign points, change their name, etc. <b

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I noticed something bad and it needs fixing. When you change a race's agression, alignment, etc it update the AIPersonality to 11 and DialogueTag to Generic. You can fix this by hitting Clear but I doubt people will realize this. We can't fix this since this is hardcoded into the .EXE file but I have a solution. I'm going to build a small program that launches the game and then monitors any changes in RaceConfig files. When it detects a change it resets the AIPerso

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