Do you know of any ways to teach the AI to expand AND scout with its colony ships?
I like your tech research modifiers. Was that an easy change to make or did you have to do each one individually?
I'm not sure on the scouting thing. It should be possible to set techcost mods by tech age in techagedefs.xml, but I don't think it is. Unfortunately I had to do the changes there by hand in the techdef files themselves. If it were configurable by a techagedefs.xml level modifier, races that come with custom tech trees would be instantly drop in compatible with this sort of mod... because it has to be done to the individual tech trees, such a hypothetical race would need the same treatment.
The extra starbase cost is another one I like. The problem though is you'll have to teach the AI not to spam too many starbases otherwise it'll crash its own economy. I'd change the starbase cost to apply ONLY to economic modules. Mining and other starbases (without economic rings) should NOT count towards starbase maintenance cost.
agreed, except it will take it a long time to get there & the ai doesn't seem to smash fatally into that wall in my efloats . The starbase upkeep stuff literally follows this line in the xml file "<!--Starbases are being converted to have maintenance-->" & I suspect the need to make the ai handle it on different map sizes/densities is part of why the old upkeep cost was 0 before.
Also, I'd nerf adjacency bonuses as Naselus did with IAB. But not as excessively. Down to 4% is a good number.
I don't understand why some people dislike these, but doing so has significant ripple effects as different races depend on them to varying degrees.
I strongly approve the idea behind this mod. Given the relatively limited scope your giving yourself to look at (single map size and layout), you should be able to script a a good AI. The more map-dependent AI mods we can make, the better; that way, people can select the 'correct' one for whichever game settings they fancy.
I agree, it should work fine on any less dense maps big enough to eventually make research trivial by late game, but insane & loose has trouble right out of the gate with occasional only exacerbating it. I haven't tried playing with the aistrategydefs since beta when it was prone to drooling on itself, but expect there will be plenty of it to teach