MabusAltarn

MabusAltarn

Joined Member # 2490498
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Grashopa . Thanks for the feedback, I appreciate it. I can see you point and thought similarly at some point. Here's the issue though. AIP8 AIs will never research Exteme Colonization when they encouter an extreme planet but they will research the specific tech if they can access it. The problem is AIP8 AIs will conquer extreme planets but they will never b

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Ah thanks for the info. I think I'll apply the NLC fix like you did then but I'll leave the extra lab for the Korath. If I add SlaveLab as upgrade target to the Xeno Lab there's a slight chance the Drengin will upgrade their slave labs to Xeno Labs instead of their next Slave lab tech.

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This may be of interest to other modders. I just discovered you can have multiple structures with the same ID with their own properties unlocked by different techs. I noticed the Korath never upgraded their slave labs with Xeno Labs. Makes sense, Xeno Lab's upgrade target is Basic Lab. Since you can't have one structure upgrade multiple upgrade targets I made a copy of Basic Lab and gave it the same properties as the starter slave lab and had it unlocked by a new custom tech s

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[quote who="Gaunathor" reply="10" id="3303505"] Quoting MabusAltarn, reply 9By the way, I noticed you are using the default (AIP7) for the Drengin, Yor and Korath. Have you figured out a way to get these guys to colonize properly? No, but they can work under specific circumstances. They just need enough habitable planets within their influence at the start of the game. If that is the case, they can build up a strong enough base for a military, and eventually conquer all the wo

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Aye it is. I toyed around adding hotkeys to the tooltips in the .STR files so you'd get Rally Point (P), Set Launch direction (L), etc. By the way, I noticed you are using the default (AIP7) for the Drengin, Yor and Korath. Have you figured out a way to get these guys to colonize properly?

298 Replies 928,030 Views

[quote who="qrtxian" reply="6" id="3303006"] Quoting Gaunathor, reply 3GC2_Conversations.xml It seems you only fixed a few of the problems with this file. I don't blame you. It's a lot of work, and I still haven't ironed out all the bugs myself. The biggest problem with the file is, that, due to coding errors, the entries are either not used at all (resulting in empty transmissions) or generic ones are used instead of the correct ones. The best examples of this are the K

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APT2 Download here APT2 is a complete overhaul from APT1. APT2 is NOT a pure fix mod. Pick up APT1 for that. It features: Massively improved research through techtree structure standardization Each race uses a base Dark Avatar inspired techtree featuring its own unique technology. This results in extremely reliable research for each s

84 Replies 282,188 Views

[quote who="qrtxian" reply="578" id="3300999"] Quoting bbr91, reply 576Regarding the tech trading with the AI, I've found something interesting: https://sites.google.com/site/mabusraeen/extra/modders-resource/appendix-2-tech-trading He's got some other interesting findings. I've tweaked my AI values in the tech tree to better match what he says there, but didn't have time for a play test. Wow, it's like the long-lost twin of my own mod

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Back with a small update concerning minors. They're not as broken as I thought. What's actually happening is the game removing technology from the minors techtree that is not available to AI players. Here's how it works: Say it's you vs the Arceans. The Arceans don't have regular propulsion technology so thats removed from the minors. They also don't have Space Militarisaion (they get war rooms) so that is removed as well. This cripples the minors but p

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Hello there, I'm back from my 6 week sabbatical in New Zealand and just wanted to say grats on releasing 3.0 Tol! Conserning the minors. After my post (6 weeks ago) I actually edited the Minor_TechTree.xml and removed all the techs that the game didn't show and tested it out. The result were 8 minors who all had weapons and ships to defend themselves with. I really haven't seen the minors develop weapons reliably before. It wasn't that much work to do t

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I've noticed something very peculiar. I took over a minor a while back and it seems that some are removed from the MinorRace techtree. For example: Space Militarisation and nearly every propulsion tech seem to just disappear. The techtree still connects properly but the techs in between are still needed to continue a research line. I've yet to notice a minor develop weapons because of this. Can anyone confirm that this is the norm or isolated to my insta

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I thought about reducing the costs of the WCZ and TBM to a token cost of 10 but that would give a player an unfair advantage in my opinion. BTW do you still test by taking over a minor? I've tried this and I agree it is the best way to check how the AIs act in a full game setting but for studying AI research I may have found a quicker method. Try this: Be sure to run the game in Window Mode so it's easy to close when the game does crash. Which it BTW never

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I just noticed something peculiar. The Torian research structure Universities has an AIV of 0 but the AI does build it. I thought this was a bug but apparently the AI doesn't care and builds it anyway. My guess it the the AIV of universities is simply there to force them be queued below everything else.

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Well here's what I've noticed. The AI will build SP and GAs even if their AIV is relatively low. It seems to use these values to place them in the queue rather than deciding if it should be build or not. I'm also positive the AI checks what a building gives it and given the choice will build a building with a higher AI. Consider this. The Thalan technology adaptation buildings all have an AIV of 5 while the basic lab is around 12. Still the Thalans build a lot TechAdaps <s

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Tol, I've been working on my own little fix mod and I thought I'd share a trick I discovered. If you set soil enhancement and its followups to AI1 the AI places it last in an existing build queue. In other words, exactly how it works for us players. This helps them build up their planets a little better. Also AIP8 doesn't really hate Category Biology it hates ID Biology but it really can't stand the combination. If you want AIP8 to research, say, exteme colonis

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My own tests showed the following. The AI will research Terrorstars even if set to AIV 0 but never actually construct one. So, I build one myself and then let the AI take over to see what it would do. Answer? Nothing. It just sat there and then it disappeared. Setting the TerrorStar to ID Defenses will pretty prevent the AI from researching them but leaving them there for a player have have a laugh with. Also if you want the AI to research Starbase Fortification, set i

722 Replies 1,787,982 Views