Is it possible this is related to the UP decision restricting starbase module quantities, and the AI is making decisions based off of that even when it's not in effect? And misapplying it, apparently.
In other words, how many modules do you see the AI make use of?
LZ, you're suggesting the AI doesn't have a scroll button? That could also be the cause...but it definitely seems iffy. If done properly, the AI shouldn't -need- a scroll button.
No, I'm not. The AI is going to "see" a data structure of some kind when it looks at what modules it can install, and I was suggesting that it was possible that some scrap of code somewhere unintentionally limits the number it can look at at any one time. Also, it isn't working as intended, so clearly the AI or somethign else isn't implemented 100% properly .
Gaunathor has proved this possibility wrong, it would seem, and a reduction of modules is in order.
enieraew37, my experience in modding tells me that might be fruitless, though the Stardock guys do seem really cool. There are a whole bunch of variables in that equation, though: how many of the original team are still at Stardock? Do they know about these bugs? Do they still have access to the codebase? Are they authorized to make a patch? Do they have the time to make a patch for a game they haven't been waste-deep in the guts of for two years? If they can't make a patch, do they have time to dig up the code and devise a work-around out in data-space that will prove effective?
They certainly would not get paid for their trouble, and I don't want to paint them in a bad light, but I can smell GalCiv II's code's stink every time I delve into the datafiles. GalCiv II is a great game, but it has and will always have issues. I only hope that if, or when, they get around to GalCiv III they've learned a few things, but Bethesda has gotten away with four bug-ridden games on the same engine and still makes awesome stuff. Lastly, there is the fact that there is something rewarding about finding the limitations of a game and working around them, making it better. It's part of the modding challenge. Working on the shaders is the same way, since I have very hard limits on the input data I can work with.
I'm talking too much, and it threatens to derail this investigative thread. I'll try to start a topic for my graphics polishing at some point.