wolfhound-22

wolfhound-22

Joined Member # 4377660
1 Posts 8 Replies 89 Reputation

[quote who="MabusAltarn" reply="86" id="3040040"]I think this is mostly due to the fact that the AI now actually researches "yellow" technology early on.[/quote] If you're referring to the diplo bonuses that such techs bring, I have this issue even when at a diplomatic advantage. An example of how egregious this is: An AI that I have a diplo advantage over and that is on friendly terms for me won't take Arena of Agony (and they have the same tech tree), a somewhat higher level

722 Replies 1,778,170 Views

I'm not sure if it has anything to do with this mod or not, but I was playing a game with it and noticed that the AI was overvaluing techs and not trading them, giving the "Sorry, tech is far too valuable for us to trade at any reasonable price." message. Every AI was doing this for even the most basic low value techs. I ran an unmodded game for a bit and found that the AIs were much more willing to reasonably trade techs. My question is, have you done anything that might alter

722 Replies 1,778,170 Views

Thanks, got it. But it's still seeming to only work for the mod with the colonizing minors. Perhaps this has something to do with the standalone techtree fix not containing its own modded raceconfig.xml. Also, another question for the modmaker. If I play the Dark Avatar campaign with this mod will the Korath still be able to use their spore ships? Er, probably a stupid question since they wouldn't be super-annihilator.

722 Replies 1,778,170 Views

Hmm... I can't seem to find a raceconfig.xml in the mod's data folder. You mean to say that I should remove the raceconfigs from the main game's data folder? I'm only using the tech tree fix, not the one with colonizing minors. Perhaps the modded raceconfigs are in the other mod?

722 Replies 1,778,170 Views

Hello. I had a couple questions I'd like to ask about this mod before trying it out. You said that you set all of the races AIs to AI personality 11, however when I am about to start a game and click "edit" to look at each of the races, they all still are set to their original AI personalities. For example: Krynn uses Krynn, Terran uses Terran, Drath uses Drath, etc. What I wanted to ask was, if it shows this, is the mod still going to work correctly as far as the A

722 Replies 1,778,170 Views

Hmm, after testing this out with the ctrl + z cheat on a small then gigantic map. On the small map, the Drengin expanded poorly but semi-adequately compared to the other races. The Korath just sat in the corner with 2 planets and did nothing, but the Yor expanded aggressively in their corner. built a huge military, and then went to war with the Terrans and Altairians and just about everyone else. The Altairians surrendered to them and then the Terrans surrendered to the civ I had started play

80 Replies 168,980 Views

I recently played a couple game on the "nearby star" custom map. That is made to have the Terrans based on Earth, with the Drengin, Korath, and Altairians all in different corners. The map itself is rather huge and difficult with large distances between stars, but the Terrans have an advantage in that the most expansion room and the best star systems with good colonizeable planets are close to them. In both games, I was playing a custom race based on the Drengin, which, considering th

80 Replies 168,980 Views

Ok. I have been had the Ultimate Edition, Twilight of the Arnor (v1.97) for quite some time now. On that, when I used 2 particular custom maps (one player-made, one that came with the game) I noticed that Earth was, well, Earth. After updating to 2.03, this is no longer the case. The maps in question are the milky way map and the nearby stars map. The second also included Mars, Jupiter, and Venus, all with correct textures, though after the update Mars became "Sol II" and used a default low q

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