[quote who="qrtxian" reply="262" id="3086910"]There's still no way to save AI 10, though?[/quote] Nothing's ever good enough for you, huh? :P Now that I'm fiddling with planetary improvements, I had a random thought about whether improvement AI values could save them. It's a long, doubtful shot, but I may set all the improvement AIs to 100 or 1000 just to see. Or I may just do it with the Torian improvements. Not gonna change all those value
Tolmekian
[quote who="Gaunathor" reply="259" id="3086569"] Quoting Tolmekian, reply 258It was just a couple weeks ago that I decided to try all stock AIs just for funsies. Turns out they do fine without any additional changes. They could be further optimized, perhaps, but it's not absolutely necessary. That's what I realized during my test game, after setting the AIValue for all techs to zero. The AI is doing a remarkable good job on its own. It just needs occasionally a little tip. I
Don't think I've ever seen one that high. That could pretty much run your entire economy, huh?
[quote who="qrtxian" reply="257" id="3086311"] Competitive with their stock AIs, you mean? What settings are you using for this?[/quote] Sorry for lack of clarity. For 2.0 I was still working strictly with AI 11 all around. It was just a couple weeks ago that I decided to try all stock AIs just for funsies. Turns out they do fine without any additional changes. They could be further optimized, perhaps, but it's not absolutely necessary. 
[quote who="evilroc" reply="250" id="3085144"]Hello, Tolmekian! Just here to say thank you for great job and that I am very excited about upcoming 2.1 update! Your mod gives the game a new breath, I could not believe how so many bugs were left in game after 2 addons and some patches... Keep up a good job [/quote] Thank you very much. I'm glad you found my mod and are enjoying it. v2.1 is coming along nicely and should be ready before toooooo long.
The crowded conditions really do it. I've been doing playtests with all 3 AIP 7 races and they really do a good job if they can just get enough planets at the start.
[quote who="Wetballs" reply="246" id="3084572"] That Hall of Empathy sounds great if you don't play with surrenders disabled... [/quote] Which is a big part of the reason that it needs help. The idea is to make it worthwhile, even must-have, under any conditions. Given its nature, I'm thinking hefty overall population growth bonus as refugees and like minded people flock to your empire. Put that in with a planetary influence and morale
***RESUME TRANSMISSION - SECURITY LEVEL ALPHA*** Ld Cmdr Mekoides: &nb
***RESUME TRANSMISSION - SECURITY LEVEL ALPHA*** Viceroy Gunray: <img style="float: left;" src="http://img228.imageshack.us/img228/9345/nutegunray2sm.jpg" alt=
***RESUME TRANSMISSION - SECURITY LEVEL ALPHA*** Dr. Markus Malar <img style="float: left;" src="http://img832.imageshack.us/img832/3249/drmarkusmalarxsm.jpg"
I'll second that. +1 planet quality is ctrl+shift+N. I had that same problem with mixing up the launcher and the exe. Now it works wonderfully.
[quote who="Neilo" reply="15" id="3084216"]I was going to destroy them all, since i didn't want to build an array, but i couldn't work out how to destroy a whole class of ship. Iv'e spent more time away from the game than i had realized. I thought, much like when upgrading, there was a checkbox to select all ships in this class?[/quote] Not sure about DA, but if you go into the shipyard there is an option to "obsolete" a class of ships. If you do that, it will a
I did try to mod the moral choices and ended up discovering that good is simply hard-coded to get a penalty while evil will get the bonus. It's a bummer to have it set up like that when you have a system to easily put in either bonus or penalty. Rest assured, virtuous defenders of good, that you will be getting some love in v2.1. I'm not sure how much time and effort I can spend worrying about total balance, but I will tackle at least the obvious shortfalls.
***RESUME TRANSMISSION - SECURITY LEVEL ALHPA*** Minister Sune: <img style="float: left;" src="http://img832.imageshack.us/img832/6531/ministersune.jpg" alt=""
***RESUME TRANSMISSION - SECURITY LEVEL ALPHA*** Ld Cmdr Mekoides: &nb
***INCOMING TRANSMISSION - SECURITY LEVEL ALPHA*** ***FROM: COMMANDER MEKOIDES, EXTERRA COMMAND*** ***TO: INITIATIVE COUNCILORS AND ROYALTY, TOLMEKIA PRIME*** <s
[quote who="Galacticruler5000" reply="239" id="3083532"]only one custom tech tree, its for my custom race(Please leave the ethical alignment values alone, they are ment to have NO idea of good and evil.....ill remove those techs later though.\ Has anyone noticed the files for a Bio Force Cannon, Turbo Railgun and Ion beams in the weapon FX folder in TA? i attempted to use them, but it wont show up in the component list...[/quote] I'll have a
[quote who="Galacticruler5000" reply="234" id="3082415"]Could someone ether post a link to, or PM me a link to a download containing the default TA tech tree? this mod broke my custom tech trees.[/quote] I'm sorry you had trouble. It does sound as though you used my files to replace the original files. That is certainly never recommended. MarvinKosh's suggestion should help you get things back. If you're still having trouble, let me know
Thanks for the kind words, Gaunathor . I vaguely remember coming across the Life Force Power and Historical Preserve improvements last time I was working on this, but wide-scale fixes of planetary improvements were out of the question then. In the year since, I simply forgot. It's like finding a surprise all over again. :) Now that I'm more or le
[quote who="qrtxian" reply="227" id="3081488"]My point is that the AI can and will use HP modules - there's no need to disable them in any fashion.[/quote] [quote who="Tolmekian" reply="226" id="3081462"]The hull modules were never changed or removed.[/quote] There, that should be more clear. We just had a mix up with all the talk of modules. I never changed or removed any of the hull modules or the techs that provide them (other than for optimization purposes.
v2.1 Sneak Peek Since work on v2.1 is taking significantly longer than anticipated, I figured I'd give a little glimpse into what I've been doing. First up, while I had time I decided to deal with the Planetary Defense techs. The descriptions were wo
[quote who="qrtxian" reply="216" id="3080473"] . . . And as far as the discussion of hull modules goes, I'm not clear on whether HP modules were also removed or not, but the AI very definitely uses these, and they should stay accessible. It's only the offensive/defensive/FWB that give it trouble.[/quote] So much going on in here, but this is about the only thing for me to comment on. The hull modules were never changed or removed. In v2.1, all modules are back
Way to set the galaxy ablaze, qrtxian! What a twist of events, with the Drengin folding to the Iconians. How much was left of the their empire when they surrendered? Their worlds can't really threaten you, but it looks like the Iconians got a second chance at life.
On the subject of improvement images, I was directed to Sporepedia by one of the posters here. I think perhaps Foxthree. You'll need to sift through a bunch of sub-standard stuff, but you can find some gems in there. I ended up using two images for my mod and could use a number of others if I ever get around to it. http://www.spore.com/sporepedia Just narrow the search to buildings and browse away. Once you fi
[quote who="MarvinKosh" reply="205" id="3078998"]I hope you mean defences for good alignment, 'cause they ain't get much else of a selling point. [/quote] I do mean good defenses, of course. ;) [quote who="Wetballs" reply="206" id="3079004"]As far as tweaking the customization numbers, I was wondering how the computer players pick their abilities. I mean, if you play with the values, will they still end up with the same bonuses? I was just worried that they