Minior update. TechTree.XML Advanced Hulls AI 30 to 32. This nudges the AI into hull tech right from the start and it will grab MediumScaleBuilding soon after. Cost wise it's 1500 TP which is about as much as PI. More on this later MediumScaleBuilding AI 30 to 40. Basic Logistics AI 30 to 32. Gives them just that little nudge for the AI to start researchign logistics. In my current build AI's get fr
MabusAltarn
Minor update. Some lines still had their AI value set to all 10. I have adressed this. The Yor now run AIP11. TechTree.XML StarRep AI 10 to 20 StarDem AI 10 to 30 NewPropulsion AI 10 to 15 Ion Drive AI 10 to 20 ImpulseDrive AI 10 to 30 Impulse Drive Mark II AI 10 to 12 Impulse Drive Mark III AI 10 to 12 Warp Drive AI 10 to 30 Warp Drive II AI 10 to 4&nb
I've also done some tweaking to the propulsion line. All the AIValues were still set at 10. I've taken the values from APT2.0 and I'll run a few tests.
Could be. -1 crashes the game though. A pity really, for a moment I hoped I was onto something because I had the Krynn researching everything in sight. None of it could be traded however :(
Here's something interesting. If you want the AI (both) to really, really research something, give the AIValue a negative value. Say -2. Works like a charm but unfortunately it makes the tech untradable similarly to AIValues over 26. Useful for PI though. Also works really well to get AIP8 to research green tech.
Radical thought... Logistics and Miniaturization are difficult techs to get right. The AI doesn't consider them to valuable and they offer a player a quick out because they allow for more ships in a fleet with more weapons on them. What... if we got rid of them an instead integrated them into existing tech. For example. Factories and labs both could offer miniturization as a bonus to convey the increasing aptitude of your race. Hulls could give logisti
re: I would suggest Defenses/Starbase. The point isn't to prevent the AI from researching those techs, just to slow it down. Otherwise we end with a situation where the starbases of the player are almost invulnerable, while the ones of the AI have no defences at all. Well, except for the Thalan. I can live with that. re: Also, what do think about a feature-lockdown? No adding in new features anymore. Only focussing on bugfixe
@Gaunathor re: I'm not entirely convinced of this change. I've run now a couple test-games, and there were still several instances were some of the AIP 8 races researched PI only three years or later into the game. It just doesn't feel that much better than the previous attempts. It's not perfect but imo it is better. I'm aiming for an 8 here. Perhaps we could put a few races on AIP11? AIP8 seems to run
Uploaded a new optimized version again. TechTree.XML InterstellarConstruction AI 35 to 55 FortifiedFreighters AI 20 to 10. This prevents the AI from grabbing this tech to early. InterstellarNavigation AI 35 to 10. I noticed this really didn't help the AI all that much. By the time they get it the colony rush is over. SubspaceDrive AI 35 to 10. I noticed this really didn't help the AI all that much. By the tim
Before I forget. I ran a test game where several starbases got to level 53 and had over 500 hp. The AI could not destroy them. However, this was when I noticed the low logistics scores and very small fleets. Perhaps that will solve this problem.
@Maiden My latest update will include Logistics and Miniaturization changes. The AIValues were still set on 10.
Hmmm. The Iconians seem to lack a bonus. Then again, they are really ,really powerful in the game as is. Btw I'm nearly done with a set of updates that yielded some great results. I'm still looking into AIValues for Life Support, Logistics, and Miniaturization.
@Gaunathor. Do these bonuses include 10 customisation point or not?
Testing Extreme Colonisation on Category biology, AIValue 25. This puts it into direct competinion with the terraforming techs. First results are encouraging..
re: I'm sorry, but the layout of the tech trees is finalised. No more adding of new techs, removal of old techs, or changing of requirements. I asked, if anyone had objections to this, two weeks ago, because I wanted to get started with updating the scenarios and campaigns. I wasn't aware of this. Pity. There's no way to give AIP11 pause in getting Extreme Conolisation though. I tried, but to no avail that why I liked move to Habitation Improvement as it
Uploaded a community ZIP with a few changes. (The ones I listed above contain them). All changes are marked with to make them easy to find and to review. I did a bit of work on the Arceans but it's not panning out exactly what I had in mind. I think they need to be the only culture that gets a discount to their invasion tech though. General testing showed the AIValue of 60 and Military categories for AIP8 work well in most cases.
Yor Techtree. Typo in the ID.
Hey everyone, So I've been running a few trials with just AIP11. Well it's not going bad but I'm going to restart with the current AI settings because, well, this is taking a tad bit to long and besides. AI research doesn't have to be perfect. A few changes that worked well are: Connecting Extreme Colonisation to Soil Enhancement/Habitat improvement. This gives the AIP11 some pause before they dive head long into the extreme colonisation techs.
@Gaunathor. So we have an AI that's addicted to manufacturing and one who is repelled by it. We just can't get a break, can we? I wish I had the source code...
RE: Well, AIP 8 has several things going for it, like: -it's the only AI capable of using the Super Diplomacy and Super Manipulator SAs Really? I just ran a test game with the Drath on AIP11. When they're in the game one or more wars pop-up during the middle of 2228. Without them they don't. So it seems AIP11 can use Super Manipulator so it's a fair bet it can use Super Diplomacy as well. -it's the second best at handlin
I tried the Tech -> Hull thing, not the other way around though. AIP8 is capable of building fleets. True. But without the tech to conquer other races it feels a bit like a filler.
Okey I'm putting this out there. Is AIP8 worth the effort? My answer: no. No matter what I do it's hell bend on researching every frigging industrial tech in the tree at the expense of everything. Since we got +6 extra Industry/Pure Research tech to get this AI to research it's research structures in the first place this is now a serious problem. Worst of all is that it ignores AIValues and does it's own this. You can work around this by restuct
I've uploaded a new version of my adaptations to my google drive. In this version all, save one exception, of the Atlas modules have category Research and Identity computing. I've used this trick to great effect with APT1 and 2 and it's "almost" a fix for the AI researching useless Atlas modules.
re: Yes, the AI isn't that good when it comes to using culture modules. However, it does use them, and I've seen AIP 8 max out influencer starbases. Not often, but it did happen. Still, we could also set the techs to Category Culture. In that case, AIP 8 will go for them, if it thinks it needs more influence, but will otherwise ignore them. I'll make it culture then.
re: By the way, any particular reason for changing the Category of the Interstellar Missionaries techs from Pure Research to Research? These techs give SB modules and the AI simply isn't that good at using them. The Research category causes the AI to all but ignore these techs. I know they give a small influence bonus but is that really what these techs are intended to do?