[quote who="Old-Spider" reply="6" id="3641453"] ID_DIPLOMACY_MOOD_ENRAGED [/quote] Yeah that was broken ID_DIPLOMACY_MOOD_ENRANGED just doesnt quite fit :) [quote who="Old-Spider" reply="6" id="3641453"] ID_DIPLOMACY_MOOD_RESENTFUL [/quote] Was also broken, this one actualy made me chuckle, ID_DIPLOMACY_MOOD_RESENTFUK. TY for the report, fixed them up and I will upload a new version.
Horemvore
[quote who="a0152570" reply="2" id="3641429"] This looks fantastic, I said way back in beta we should have numbers instead of the 1-3 +/- . Will be loading at the start of my next game [e digicons]:thumbsup:[/e] [/quote] The 1-3 +/- has been bugging me since I started playing, it never reflects the true values, in my last game it got to me so much I decided to do something about it. Since the --- and +++ has no min/max range I figured numerical'
Change Log V1.4 Reduced Diplomatic relation range for Treaties by 2. Reduced base realtions range by 2. Inc
Removed
I would suggest a few more AI for that size map tbh, or, have Minors on, they are a good source of income if you turn tech brokering off plus you can set your trade routes up to them initaly and change them later on if needed.
I dont get people that have issues economicly with this game. The model is far from broken. Do you build Eco starbases, 4+ per system? Do you create Trade routes? Do you make wealth planets? Do you get Tourism? Its even easier now wiith the Promthieum Refinery, +8 cr, do you build them?
@ zuPloed - NoRandom = No random planets btw.
I didnt mean remove the zone completely, just what is in it:- DeadZone NoRandom <Orbit
You change the Systems that start with:- Yellow01-03, Orange01-03, Red01-02, Purple01, Blue01-02, White01-02 (These are the Random Systems) You want to remove any reference to Dead Planets from these systems, ie DeadZone, OuterZone and NoRandom will all spawn dead planets. That will prevent Dead Worlds appearing. (I think) Increasing Base as far as I understand it increase the amount of total "objects" a map will generate, I do believe its always been this way.
I could not find any reference in the current xml code relating to cloaking that includes the AI (Not that we have access to much of the AI Code).
...Mining Modules on Starbases are not upgrading automaticly? I do most my mining modules manualy, as of late(after it was mentioned to me) I have let them go on automatic, problem been, they do not seem to upgrade. I build the Mining Ring manualy but nothing there after gets "upgraded". I do use a mod that allows any Starbase to mine, maybe theres a conflict here?
I have looked into this for my Trek mod, just have not got around to messing with the values and seeing in game yet, had more pressing matters to code first!
Updated 26/6/06 12.15pm (Basic Only) Adjusted AI Troop Transport strategy - I re-assigned AI Sentinel ships to Escort ships. AI Sentinel ships are now Armed Transport ships(Medium & Large). Tweaked Hull size technology Weights. Updated InvasionStyles to 1.8 code base (I never intended improvements to be destroyed).
[quote who="zuPloed" reply="1" id="3641070"] I hope this was helpful additional information for someone. Feel free to augment your guide with it. [/quote] Handy info, I dont think I need to augment my guide since your info is in post 2 it is like an apened :)
You can change the Max habitable planet count I have 700 in my Imense map :) I like crowded maps! EDIT: What Thread is that discussion going on in Larsenex? NVM I found it.
Hotfix for Alpha 0.3b Adds Cannons to Star Trek Ships and Starbases. Fixes Broken text for federation Prototype Beams. Couple AI Tweaks. DOWNLOAD
I forgot to mention, I added Targeting and Jamming modules to medium, large and huge ship blueprints. [quote who="hfxnikolai" reply="28" id="3640801"] It's a 1.8 thing. Conventional warfare destroys all the improvements automagically. Using alternate means have different results. I used Information Warfare on several planets and no improvements were destroyed on any of them. [/quote] Thats good to know!
[quote who="Bocephus666" reply="42" id="3640808"] Does this also now include your 'AI Tweaks' mod that you're looking for testers for? Or do I need to install that separately? [/quote] Included. Its pretty much a given that any seperate mods I release will be in this :) EDIT: I am working on unique Kinetic weapons(Cannons) for each faction atm. I will prolly release this as a hotfix this evening some time, thought I'd mention it incase you wis
[quote who="neilkaz" reply="25" id="3640709"] I want none of that, just the standard AI improved by your enhanced AI instructions and NOTHING else. [/quote] Check the OP. [quote who="hfxnikolai" reply="26" id="3640716"] It would almost make more sense if the Ai could garrison them. [/quote] I have set Starbase defence the same as Shipyard's for the AI, since there is no define for "Garrison" this is probably the best I can do. Also added
[quote who="admiralWillyWilber" reply="23" id="3640688"] Whenever you change ship components of any kind ecept mercs, and don't change vanilla blueprints then the ai can't use it. The ai build ships by it's blueprints. Without changing blueprints to fit mod changes. The ai can only build ships from the blueprints. [/quote] Urm okay? You know this mod contains changed blueprints right? For the AI....Specificly for the AI.
Additonal download link. See OP.
I changed Invasion costs, same cost for any type seemed a bit silly to me, why would dropping leaflets cost the same as peppering the planet with planetry bombardment? :) I noticed the same things in regards to the AI taking Engines over anything else, I have recently (last week or so) done a balance pass on the blueprints to re-adjust the order in which AI pick components (Engines are no longer grouped). I'll take a look at the Hull issue. I have included IAB's way of
Well theres been some big leaps forward with the free patches alone. You should give it a try Vanilla style (DLC's are not requried, although there are some nice concepts in them if your willing to spend). Its changes hell of a lot since I started playing back in December. Having not played since inital release you will be plesently suprised I think :)
[quote]EDIT: this somehow ended up on the wrong forum. This is supposed to be in support. [/quote] You can move it yourself btw.
You know you can "hide" the default Races with the 'Special' tag? [e digicons]}:)[/e]