Maiden666

Maiden666

Joined Member # 3434576
0 Posts 259 Replies 4,512 Reputation

[quote who="MabusAltarn" reply="474" id="3507311"] 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 Generi The problem occurs when there's an AIP/Dialogue mismatch. 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 ta

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[quote who="Stratetacticus" reply="461" id="3507156"] I would L.O.V.E. to play against an AI that's challenging due to fancy AI programming...not due to the AI getting twice the resources (or whatever) that I get. ...But other than computer chess games , I haven't found a challenging strategy game (of the kind that I like to play) that doesn't "resource cheat," yet. (Can you recommend any?) [/quote] The problem persists with all computer games because

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Hello there, I'm currently watching early-game behaviour of AI autoplay, esp. research & planetary development. Setup is maso-diff, no techtrade/broker, techspeed normal, all other settings randomized. Here's an excerpt of the results from tests with Yor. There's good/mediocre/bad taken. <td style="border-

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Hmmm, the screenie contains various bogus information or display errors. I would be careful to base any conclusions on it, you cannot be certain that the rest is shown correctly. There are numerous places in the game where information on other AI isn't shown correctly, even without the cheatcodes. If manipulation of techtree/ai values doesn't prove fruitful another method would be to homogenize planetary improvements, this takes care of the randomized -not-specialized- planets

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CustomPlanets.xml which fixes the bug that sometimes the secondary habitable planet is missing. No new information has been written into the files, just positioned the secondary directly under the main starting planet. If now a planet will be missing, it's always a PQ0 one.

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so Gaunathor i think I can settle this. You're right in what you stated as am I. The things I observed is either the result of a bug or another routine which isn't affected by the code which Frogboy made. Basically all AI will establish a secondary colony in total ignorrance of their sensors. They need the appropriate range though. That is, if you take the colony ship with which they started will always be directed to a close planet on turn 1, or a faraway planet on turn 2. On

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On the 2 stupid pics, I don't know what exactly to make out of them. You don't see exactly the source of the problem. Sure, moral is too low which indicates tax slider is too high. But is this because of a sole planet that has already pop above 20b? What I find interesting is that the bc income matches nearly the expenses. If I now add how extensively the AI uses espionage (sometimes up to 50% of his global tax income) I can fathom he might still be globally be into red bcs ju

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[quote who="Gaunathor" reply="316" id="3505603"]Here is the reason why the deviation is so big for you. The AI gets a huge bonus to sensor-range on Suicidal. It basically encompasses the whole map, if I remember the post by Frogboy correctly (I need to look up where it was again). Try it on Tough, or even Crippling, and you'll see a different picture. [/quote] I've given the AI a negative sensor-range so that in the case he gets something like the hidden-research multiplier et

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[quote who="Gaunathor" reply="311" id="3505499"] While that is true, the AI can't colonise planets it hasn't "seen". I've tested this extensively, and it is the case. For example, in one game there was a habitable planet in a star system right next to the AIs. However, it didn't colonise it, despite having multiple colony ships. That only changed when one of the AIs scouts got close to the planet. In another game, there was a uncolonised cluster. The AI still had sever

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[quote who="MabusAltarn" reply="310" id="3505483"] On farms: Even with an AI value of zero on a farm structure the AI will still build farms and it will put them on 300% food tiles. It's been tried. It doesn't work. [/quote] Then this planet will be one which has a higher population, right now it is no different. The chances that the AI will build 4 farms onto a single planet are very low, I've probably seen this with Yor & Iconian but never wit

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[quote who="Gaunathor" reply="266" id="3505047"] I also added some bonuses to techs that only unlock a GA, but don't provide anything else, because I don't like the idea that two races could get the same tech, but only one would receive any sort of benefit from it. The techs in question, and their new bonuses, are: Mercenary Academy (+10% Soldiering) Cathedral of Valor (+20% Courage) Fanatics (+20% Courage) I still need a bonus for Fortified Freighters t

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[quote who="DARCA1213" reply="278" id="3505172"]You know, i think it is easier to make the food bonus on farms smaller instead of hiding the UI and changing the improvements?[/quote] I agree, although I don't know what others have unsuccessfully tried in the past but I enjoy going versus AI's who have all PQ +8 planets maxed out to 15-20b people universally. As you proposed, using 1pp structures is the key. We could give already existing structures food-bon

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[quote who="MarvinKosh" reply="301" id="3505411"] Yeah. It's something that I plan to revisit in a new version of the mod, after the community update is finished. Equal access to militarization seems to be a good thing, rather than slowing things down, and encourages me to grow an economy as quick as I can so I can power research and get on with weapons as soon as I can support a fleet. I think that having a military tree with weapons, defences and hull researc

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[quote who="MabusAltarn" reply="300" id="3505393"]@Maiden666 Is it true the AI doesn't need sensors? I wasn't aware of this.[/quote] This used to be a hot topic because lots of players were annoyed that the AI cheated himself through the colonial rush. SD reacted by making the AI building more scouts and announced that "the AI now has to scout out planets before he colonizes them" but if you fastly get a 3rd espionage level on him (to check his shi

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The AI doesn't need sensors at all so those points are entirely wasted. Giving the Korath +PQ don't fit in with the concept that they actually destroy a planet in order to gain production. Besides, having many tiles further aggravates their problem of having a lot of planets in red due to no pop (spored)

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[quote who="MarvinKosh" reply="254" id="3504817"]Like you say, fleet attack is uber good. It's so good that when I have HP modules available, I add some to my capital ships, because past experience has taught me that you can't rely on defences alone.[/quote] Well if you go for all-attack it's usually the only thing you can do because those HP mods do take up very little space and therefore are IMO the best choice to take up all remaining capacity when no more weapons will

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Simply take it. It's the smaller part of the problem. That attack is so uber-good in fleetbattle should be your primary concern, and generally reducing attack will mitigate that. The core of the problem stems from the way how fleet battle is calculated (cumulative attack) and no matter how you juggle with att/def/hp mods this problem will always persist - and aggravate the bigger fleets can get. Hypothetically speaking, if fleetbattle would be like this that the attack wou

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That's the original design - actually the Scatter Blaster I was only 8mp. If you put the buildcost of Scattered Blaster frigates into a fight relation with other weapons of that tier you'll see Scatter Blasters fleets will blow everything out of the water. For example although a Stingerfrigate will have 2 times the firepower it is so expensive that you can build 2 Scatterblasterfrigates. Now a Stingerfrigatefleet will win over a Scatterblasterfrigate - but NOT 2 times in a

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I think the ability does probably more than to just affect shipcombat, at least if we can trust my UE manual: "LUCK: A mysterious under-the-hood advantage that can help you at various points throughout the game. It can improve the chances of a critical hit in combat or reduce the odds of getting a negative random event" hmmm, I didn't knew there were critical hits in this game... but being an old MMO player I absolutely love CRITS^^^^ [e digicons]:rofl:[/e] BTW he

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Gaunathor, in CustomPlanets.xml are the Drengin asteroids named to the planet Kona, is this intentional? All other asteroid fields are attributed to their star-name.... edit: hmmm, what's the function of this tag anyway? it doesn't seem to do anything in sandbox games, neither give a fixed amount of asteroids nor their name..... But there's another bug you maybe like to do something against. Sometimes starting systems only have 4 planets (I suspect because

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Marvin, I think your design is fine except there's a huge gap between small & medium. If you look at the orig ship stats you'll notice that medium hulls already got a special treatment and scale better than everything else. For example, hitpoints usually increase by factor ~1.5, but medium hull hp increase by 2.5 (!). Medium size is doubled (2.0), while other hullsizes are increased from 1.5-1.9. I think this is because of the cargo hull-dilemma. In Dreadlords you could ev

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Darca, what I ment with the sentence "it progresses more linearily" is not that end-tier weapons were "decreased" but that eg Stinger, Harpoon etc (tier 1-x) have been doubled (!) in attack. As it were, once you (or the AI) got end-tier wepaons and upgrode his ships you suddenly saw a huge jump in MMR and then that was the game. Now the difference between end-tier and pre-end-tier isn't that huge. The increase of +3 is marginal when that weapon already brings +25 to the table. However boo

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Woa the Doomsday Generator is quite OP, esp. when you keep in mind additional luck+weapons-boni in that tree. There's a lot of stuff overpowered (basically all capitals) but I won't harp on that because there's logic behind it. Basically you've fastened up the game by generally decreasing technology & improvement-costs, lesser maint, and way more additional racial stats boni and powerful buildings. The net effect is that the game develops very speedy, and I think that'

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