Tolmekian

Tolmekian

Joined Member # 2890217
9 Posts 640 Replies 1,358 Reputation

[quote who="enoeraew37" reply="126" id="3054691"] . . .I noticed the governors arnt auto-updating my buildings to these better but evil race buildings. [/quote] Thanks for the feedback. For upgrading structures, the xml files specify which particular structure is replaced by each new structure. For example, Stock Markets specifically upgrade Xeno Banks and nothing else. So even if, say, the Drengin manage to get Stock Markets, they will not upgrade their crappy

722 Replies 1,778,828 Views

Interesting results on playtest 1 of v2.1. Minors end up getting crushed fairly easily despite a strong initial performace. Definitely their best showing and interesting to watch. 3 of the 6 are still holding on by virtue of good placement, decent fleets, and strong starbases. Not only did the minors capture resources and build other starbases, but the new module structure allowed them to fortify pretty well. The Akilians have a starbase with attack and defense totals

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[quote who="Wetballs" reply="117" id="3052643"]Lots of stuff[/quote] No worries. I didn't take you as complaining at all. I was being serious when I said I'd make a separate mod to put the techs back in. The way I took them out makes it very easy for me to put them back in. Besides, I'm sure there are others who won't be happy not having them. I will have to try harder to make sure the AI doesn't research them. I think I will kee

722 Replies 1,778,828 Views

[quote who="enoeraew37" reply="2" id="3052511"]I decided to go into the starbase file and half the mining values. Do you happen to know where the original 5% bonus you get for your first base is coded ? Thats the only one I cant find.[/quote] Nope. Not so sure you can change that. I'm working on starbase modules now, so I'll keep an eye out.

3 Replies 4,122 Views

[quote who="Wetballs" reply="111" id="3052271"]Hey Tolmekian. Never posted in these forums before, but I'm a big fan of your ToTA fix v1.1. Last night I downloaded v2, but I haven't installed it yet and now that I read your notes a bit more closely, I'm wondering if I should.[/quote] Please give it a try. It's not like it will wreck anything. If you don't like it, just switch back to v1.1 and be happy. [quote]See, I li

722 Replies 1,778,828 Views

[quote who="enoeraew37" reply="114" id="3052517"]In 2.0 it still costs money to build the first starbase..given that the poor AI is constantly broke from buying my crappy tech its no wonder they dont get starbases going. They should prob just be totally free as any cost was built into the constructor. The Ai really needs to jump more on the galactic resources..seems to just completely ignore them.[/quote] Funny you should mention that. The unintended consequences

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qrtxian and MabusAltarn: I guess that's that. I'll try maybe changing Terror Stars to Defense and see if the AI leaves the techs alone. MabusAltarn: I actually don't want the AI to research Starbase Fortification. It's a long, fairly expensive branch with low payoff in the grand scheme of things. The consensus seems to be that arming starbases is wasted effort after a certain point - a fairly early point.

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[quote who="qrtxian" reply="107" id="3052140"]So you're confirming that the AI will not use Terror Stars? I'd seen reports of this, but I've never been completely certain as I haven't ever seen any AI finish research on all five techs. It might be a worthwhile experiment to try building one, then giving it to an AI to see what they do with it. In fact, I might try this myself.[/quote] Well, when you put it that way, I guess I'm not</em

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Just a heads up: It looks like v2.1 will be coming out sooner than I expected. Sorry for any inconvenience, but I wanted to finally get v2 out. v2.1 tackles starbase modules and the entire Advanced Starbase Construction branch of the TechTree. Short version: I'm getting rid of it. Does anybody actually research their way through Starbase Fortification, etc? The AI certainly never does, nor should it. I took the starbase attack a

722 Replies 1,778,828 Views

[quote who="enoeraew37" reply="104" id="3051871"]I had previous set all my Ais to generic..with this mod can i set them back and expect races like the dregin and yor to function and thrive ?[/quote] Unfortunately, no. AIPersonality 7 (Drengin, Korath, Yor) is fundamentally bugged. That is, it's hard coded and not something that can be fixed by modding. AIPersonality 10 (Torian and Iconian) is also bugged. Our only hope is that they follow up

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v2 Release I don't even know where to start. I've done so much and had this back-burnered for so long I can't just rattle off everything that makes it different from v1.1. I'm pretty sure I've fixed all known bugs. The majority of the work has been in further modifying the TechTrees to optimize them for the AI and, in my opinion

722 Replies 1,778,828 Views

[quote who="MabusAltarn" reply="101" id="3050407"]Getting very curious now. Also, there's a way to see a starbase modules requirements before you try to put it on a starbase? [/quote] The module description shows up in the tech tree, when you look at the individual techs. Putting the requirement in the description would allow you to see it there. Space is limited, though, so you have to get rid of the fluff descriptions and stick to the fact

722 Replies 1,778,828 Views

Slight hiccup. Seems my starbase modules aren't lining up quite right. Specifically, everything requiring Battle Stations is available even without them. Seems to be a bona fide bug, as the coding is correct. Couldn't solve the issue last night, but it seems to have something to do with Battle Stations being the first module on the list. While I'm at it, I want to do some finishing work on the starbase modules. Nothing big, but

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All this talk got me going. Believe it or not, I'm ready to release v2. I learned something very . . . strange while finishing up. I had some trouble getting the Korx to "accept" some changes, so as a last resort I wiped out all the RaceConfig files that pop up in the ". . .\My Documents\My Games" folder. After doing that the Korx took the changes, and during playtesting the other evil races finally started rocking. I have no idea why those little RaceConfig

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Reservations . . . I don't know. It just feels like giving away something precious. Like, after all this time I feel a bit of ownership, and if I give it away it's not mine anymore. Make any sense? I guess it's a silly thing, but it's the way I feel. Sorry to let this drop like I have. I do like the writing. I wanted to flesh things out with stories, other reports, and news flashes, but never got to it. I'll

235 Replies 414,769 Views

Alright, so I've played out the next quarter. I was going to go for 6 months just to move things along, but I ended up making one big decision without a vote and there is another big decision to consider. I have an issue, though. One of the things that keeps me dragging is that I simply don't have the time to put together the reports. It takes literally several hours and I'm up against a wall time-wise. As an alternative, it occurred

235 Replies 414,769 Views

Hello all. Sorry to be unresponsive, but I've been away from the game for a while. Those folks still waiting on my AAR post are most aware of this, I guess. Thanks a lot for all the testing and feedback. One of the drawbacks of my playtesting is that it was entirely done by watching various AIs play against each other. I've done essentially zero actual human testing of the mod due to the time it would take to do so.

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***RESUME TRANSMISSION - SECURITY LEVEL ALPHA*** G'Norlisk: Here is a ballot with the issues of the session, Councilors. As you can see, the ballot is more free form than usual, al

432 Replies 1,088,669 Views

Shame on me for not replying earlier. It's great to hear feedback like yours, muilezel666. Hearing about the Thalans getting it from a band of minors sure is nice. My heart is in finishing up v2.0, even if I haven't done a heck of a lot of work lately. It's mostly done, really, except that the evil races need some tweaking for increased competitiveness. That'll take plenty of playtesting, which is the big time-sink of the whole affair.

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***RESUME TRANSMISSION - SECURITY LEVEL ALHPA*** Cmdr Mekoides: To address the concern about our position at the UP meeting, we s

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***RESUME TRANSMISSION - SECURITY LEVEL ALHPA*** Minister Sune: <img style="float: left;" src="http://img832.imageshack.us/img832/6531/ministersune.jpg" alt=""

432 Replies 1,088,669 Views