Getting very curious now. Also, there's a way to see a starbase modules requirements before you try to put it on a starbase?
MabusAltarn
Tolmekian, Excelent! I look forward to it. Strage that those *.RACECONFIGXML files would be the cause of so much grief. Regards, Alt.
Hey Tol, thanks for the response. I hope we'll see V2 I'm curious to test it actually. About willingness to trade (WTT). My testing showed that a tech with a high WTT can be traded much more favourably. So it's basically a modifer for the AI value when it comes to trading. Also, WTT only appies to a tech when you're trying to get it. A High WTT will not lower the perceived value of the offer. Here's some others things I've worked out: Tech
Back with some test results, Did some testing with trading techs. I created a two techtrees with a whole bunch of techs set to AIV 1 through 30 then 50,60,70,80,100. Next I set up two custom races in a tiny map and started trading techs to see what happened. Here's what I found out. From AIV 1 to 20 then AI will trade 1 tech for 1 tech with you without giving you to much trouble. Depending on which way the diplomacy pendulum swings you'll need to offer a slightly more
Judging from the change long, many, many AIVs have been increased so it could be that this is why the AI values so many techs so much. I've have a sneaking suspicion that the AIV is not linear or that the AI has some internal thresholds which dictate if a tech is valuable or extremely valuable once it passes a certain limit. I'm doing some testing to confirm this atm but it's slow going.
Hmmm, Well I did a quick check and I think it's an issue with the new AI values that Tol tweaked to get the AI to research things in a proper order. Here's what I think is happening. Xeno Biology has an AI value of 55, Arena of Agony has one of 36. So yeah, the AI thinks you're trying to rob it.
After a lot of testing I've found a method that seems to entice AIP8 to research Extreme Colonization without setting it's AIV to an insane value. Setting ECs category to Biology rather than Colonization seems to do the trick. Interestingly enough AIP11 seems oblivious to this change. AIP11 remains a lot more eager to research EC but AIP8 is no longer totally lagging behind. I also applied the Biology category to Enhanced Adaptation in the Torian techtree and this had the same
Hi, Short anwser: No there isn't. Long Anwser: There still isn't but there are some tricks. Edit each race (in game) and set it's personality to Generic. The Generic AI Personality (AIP11) will continue to build up planets and do a decent job colonizing. AIP8 (e.g Human) also works well. This will still leave a problem in the some tech trees where 'Space Weapons' is categorized as Point Defence (PD) and will only be researched if you
wolfhound-22, Judging from Tolmekian's change log, most of the AIValues have been increased but this should also increase the perceived offer. I think this is mostly due to the fact that the AI now actually researches "yellow" technology early on.
Hello Tolmekian, I've tried out your mod with colonizing minors this weekend and I love it. I'm actually planning on allying with the Iconians in my current game! Downright bizarre! I also did some AI vs AI setups and was very happy to see each and everyone of them try to expand and build up their civilization. A question. What is the major difference behaviour wise between AIP11 vs AIP8? Regards, M.A. &nbs