Tolmekian

Tolmekian

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

[quote who="Glow90" reply="611" id="3311284"]Tiny bit of questions to help me here, if no one minds. What are the AI values for? Does it matter where I insert a tech in the list, either for the main tech list or the race? Does the changelog contain every single change? With the bigger mods I know sometimes it's hard to keep track. How do I merge or separate techs? You had said you planned to do so for the colonization techs, but until the next version rele

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[quote who="Glow90" reply="607" id="3310441"]Neutral tells me it gives weapons and defense tech as well, but I dont see any. I assume if you could have fixed it by now you would have, but why does the cheat for all techs seemingly give all not only from your mod, but the original set as well? Do you edit the UI for the techs yourself, or is that done by the code itself?[/quote] 1 - I'm not sure offhand, but I don't know if neutral ever got

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[quote who="Glow90" reply="602" id="3309366"]Just found this mod, so much work...wow. It would seem though that 3.0 was made before the latest update? So I'll wait for 4.0 since you said its going to be released in a few days. P.S. Actually I do have a question I thought of while reading all the pages, is there anyway to disable certain UP events? Namely the trade techs and ban starbase upgrading. Thanks, both for responses and the mod it

722 Replies 1,778,290 Views

My effort to solve the problem was to eliminate costs for all starbase modules. Since the AI lacks any ability to budget or plan for the next turn, they often don't have the cash to upgrade a starbase when the constructor gets there. Then they either pick a free upgrade or turn around and go elsewhere. This is more critical with AIP 11, because there is only a brief window between the colony rush and militarization where the AI will build lots of constructors. Miss

17 Replies 21,748 Views

As an update, v3.x is pretty much ready to go, with the exception of the farming issue we've been kicking around. I'm ruminating on the solution. I suppose another solution might be to do away with farms entirely. Is it really so great to require techs and buildings to increase population? Simply have the initial colony support 14-16b pop and be done with it. Maybe have the farming techs give +%pop growth and maybe some morale to he

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[quote who="Grashopa" reply="596" id="3306159"]How many of the AIVs were changed?[/quote] Virtually all of them. [quote who="Grashopa" reply="597" id="3306178"]How much of the AIV changing was because something needed to be fixed and how much was just watching the AI and playing around? [/quote] Well, as far as AIV changing, it was done based on observation of AI research patterns. So, you could say that it was all done both as a result of observing the AI and be

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[quote who="MabusAltarn" reply="13" id="3304219"]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 similar to traditional research.[/quote] Have you noticed the same problem with Drengin Black Markets, as they progre

84 Replies 280,727 Views

[quote who="DMF" reply="581" id="3301141"]Here's a question: When a new minor (e.g. Vegans) comes in, it has all the player tech. Are those techs susceptible to trade to AIs? [/quote] I'm only guessing, but it may also depend on whether you have tech brokering on or off. I don't know if it will count them as techs original to the new minor, or as if they were actually gained from the major and thus non-brokerable.

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[quote who="Gaunathor" reply="560" id="3296792"]Also, a heads-up: I found a bug regarding upgradeable 1pp improvements. In my Arcean game, I lost a planet to the Terrans. After retaking it, I couldn't rebuilt my Arena (unique Arcean morale-improvement in my mod). This is similar to how Power Plants were bugged in Dark Avatar. It also reminds me of the problems I had when trying to limit the number of early factories/labs you can build. If I didn't build all factories/labs the limit al

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[quote who="DMF" reply="564" id="3298618"]Re: AIValue determining willingess to trade. Shouldn't that work both ways? A high-AIV tech is good to keep, but it is also good to get. Should balance out. What does the AI use for evaluation, just the research cost? Fooey.[/quote] The AI seems to only consider the special value of techs with regard to selling them, rather than buying them. For example, the AI guards its weapons techs jealously, but doesn't assign the same infla

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[quote who="DMF" reply="561" id="3296961"]"Of course they went nuts, that's what the Thalan AIP does." Ah ha! I was right! What level are you playing?[/quote] I don't actually play anymore. There's no way I could develop the mod at any reasonable pace if I tried to play through each game. My playtests involve having the AIs auto-play against each other. I set the diffculty at Tough - maximum capabilities, no bonuses, no penalties.

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[quote who="Tolmekian" reply="551" id="3296119"]Ok. I can say with 100% confidence that the Central Mine isn't that big an influence in the Torian explosion. One of the last things I did was to remove Inherited Technology from the Torian TechTree and replace it with Market Economics and Industrial Revolution. I then neglected to buy Industrial Revolution for my custom race with the Torian TechTree. Aaaaand . . . they still went nuts, even without any factories

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[quote who="DMF" reply="556" id="3296619"]Here's one. Trying to place an Agent on a Korx Mercenary Academy causes instant program crash. Tried it three times, got three crashes. [/quote] Can't see any reason why, at a glance. I'm thinking I'll make it so you can't place agents on the Academy.

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There is a problem with the way the AI uses farms, yes. Too many, none at all, built on the wrong spot, etc. If doing away with them won't work, I'm thinking of a multi part approach to tackle the issue. 1) Make farms +% rather than + food. Then, no more dropping farms on the +300% tile and ending up with wicked overpopulation. 2) Make farms 1 per planet. No more overpopulation and wasted tiles. 3) Give everyone access to a very basic fa

722 Replies 1,778,290 Views

[quote who="DMF" reply="552" id="3296208"]I'm playing Drengin now and I don't see a CEC. In this game I don't miss it.[/quote] I know. I fixed it for v 3.x [quote]You say all these races are using the same AI now? [/quote] Yessir. The mod ships with all races set to AIPersonality 11. Now, I guess that doesn't mean that all races use exactly the same AIP. Those races that normally use AIPs 7,8, and 10 defau

722 Replies 1,778,290 Views

Ok. I can say with 100% confidence that the Central Mine isn't that big an influence in the Torian explosion. One of the last things I did was to remove Inherited Technology from the Torian TechTree and replace it with Market Economics and Industrial Revolution. I then neglected to buy Industrial Revolution for my custom race with the Torian TechTree. Aaaaand . . . they still went nuts, even without any factories until Xeno Industrial Theory.

722 Replies 1,778,290 Views

Lots of good replies. 1) I made Counter Espionage Centers even less expensive in v3.x, so spreading them around shouldn't be so hard. I forget off hand, but I think my drive to fill out everyone's tech tree included putting Counter Espionage into the Drengin and Korath trees. 2) About WillingnessToTrade, I know what it actually does. What I meant is that I didn't want to take the time to find out the rhyme and reason behind how the developers used it to

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Alright, DMF, let's see what I can do for you: * Why change Korx from Super Trader? That's his shtick. Because with great power comes great responsibility, which the AI can't handle. In this case, the Super Trader sends out freighters during the colony rush when it should obviously be sending out colony ships. Changing the Korx's SA makes them much more competitive in the colony rush and, as a result, througho

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[quote who="DMF" reply="535" id="3294375"]Tolmekian, did you make tech trading really difficult? or are the soft ones repelled by my insectoid appearance?[/quote] Uh, both? Regular bathing wouldn't hurt, either. :P I didn't mean to make tech trading difficult, but it's an unfortunate side effect of how I fixed the AI research pattern. By increasing the AIValue to make the AI research in a decent way, I made them value the technology more

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[quote who="DMF" reply="527" id="3293951"] Quoting Tolmekian, reply 526Hi everyone! I never got around to were addressing the Thalan Hyperion Matrix and Torian Central Mine in an effort to curb the obscene advantage those races enjoy in the early game. I just started a new game as Thalan. I'd like to know why you think the Hyperion Matrix is such a huge advantage. After the HM, the Thalan can't build *any* production facil

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Hi everyone! Wow. I didn't expect this to be the top thread so long after I disappeared. Glad to see that there's still some life in it. After my annual disappearing act, I'm getting the itch to return and finish my work. Actually, I did a lot of work after v3.0 that I never ended up releasing. I more-or-less finished the job, going over every single .xml item in the game and fixed it according to my general plan. I addressed im

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Alright, I need to just come out and declare that we're officially on hiatus, indefinitely. Sorry folks, but spring is crazy-time in my life. I'm a pretty big gardener, and I've been expanding my garden quite a bit. Planted 6 blueberry bushes and 3 grape vines, did crazy amounts of landscaping, and now I have a roughly 400 square foot garden that needs to be planted tomorrow. And all this is on top of everything else that needs to be done. It's be

235 Replies 414,593 Views

Sorry folks, it's been a crazy month. I'll do my best to get moving and put something together. I'll be honest, though, I'm looking to wrap this one up before too long. The writing is on the wall and it's just a matter of deciding how it gets done.

235 Replies 414,593 Views

[quote who="MarvinKosh" reply="429" id="3140674"]I suppose the real question is, what does the AI do with its civ capital when it unlocks that tech? If it doesn't auto-upgrade it chances are it won't spontaneously decide to upgrade it.[/quote] I think I was a bit unclear. The AI auto-upgrades as appropriate, but then will be able to build another Initial Colony/Civ Capital, whichever one the planet doesn't already have. So each planet could end up with bo

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Ok, so here I am at the very end of v3.1. I decided to go for farming techs that unlock upgrades to the capital and colonies, but ran into a small problem. If you make an upgrade for the Initial Colony, it works fine for regular colonies. Problem is, that upgrade will be available to build on the Civ Capital. Likewise for an upgraded capital - you could build one on each colony. How to get around that problem? I tried a PlacementLimit of zero, but that en

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