Author Topic: SMACX AI Growth mod  (Read 18396 times)

0 Members and 1 Guest are viewing this topic.

Offline bvanevery

  • Emperor of the Tanks
  • Librarian
  • *
  • Posts: 3035
  • €775
  • View Inventory
  • Send /Gift
  • Allows access to AC2's quiz & chess sections for 144 hours from time of use.  You can't do without Leadship  Must. have. caffeine. -Ahhhhh; good.  
  • Planning for the next 20 years of SMACX.
  • AC Text modder Author of at least one AAR
    • View Profile
    • Awards
Re: SMACX AI Growth mod
« Reply #585 on: Yesterday at 11:32:47 AM »
  • Publish
  • I can't just give AI factions Formers, there's no way to do that.  If AI gets it, so does the human player.

    I've thought about giving all factions 4 colony pods to start with.  That's a major change however, something that would require a lot of playtesting.  I'm definitely not willing to do it for my 1.31 release, as we're almost to the end of the month now and it's time to release.  I'm trying to focus my energies on my own new game development, not SMAC anymore, so I don't actually want a major change that's a gamble and would require a bunch of testing.  If a number of other people tried it and reported it was actually useful, that might persuade me to evaluate its merits, as I wouldn't be completely shooting in the dark and just wasting a lot more of my time.

    Giving out sea colony pods to non-aquatic factions doesn't work.  There's no guarantee that a faction will start next to water.  For an inland faction, extra sea colony pods would just die immediately.  Any coastal faction would start with a major advantage.

    I've already made Doctrine: Flexibility a C1 tech, no prereqs.  Boats are gained much faster than the stock game.  There is still a delay to gaining them however. 

    I've not really thought about making predefined ship units available without any techs.  My concern if you get any kind of ship, maybe it can be turned into other kinds, but I could check on that.  There's still the question of whether having ships immediately available, does any actual good for colonizing.  Sometimes the AI does very stupid things when it's given early capabilities that it can obsess about.  For instance, I had to make Perimeter Defenses and Heavy Artillery come later, because otherwise the AI goes unproductively nuts with them.  The testing for this is much less ambitious than the 4 colony pods idea, but it would still need testing.


    Offline vonbach

    Re: SMACX AI Growth mod
    « Reply #586 on: Yesterday at 10:56:18 PM »
  • Publish
  • Quote
    I've already made Doctrine: Flexibility a C1 tech, no prereqs.  Boats are gained much faster than the stock game.  There is still a delay to gaining them however. 

    Boats are gained early the aquatic colony pods don't come then though.

    Offline bvanevery

    • Emperor of the Tanks
    • Librarian
    • *
    • Posts: 3035
    • €775
    • View Inventory
    • Send /Gift
    • Allows access to AC2's quiz & chess sections for 144 hours from time of use.  You can't do without Leadship  Must. have. caffeine. -Ahhhhh; good.  
    • Planning for the next 20 years of SMACX.
    • AC Text modder Author of at least one AAR
      • View Profile
      • Awards
    Re: SMACX AI Growth mod
    « Reply #587 on: Yesterday at 11:24:36 PM »
  • Publish
  • That's not true.  Gaining C1 Doctrine: Flexibility grants sea colony pods on a Foil chassis.  Just checked that with the Scenario Editor.  The blurb you see on screen doesn't say it grants them, but the unit designer figures it out and makes it available.  I suppose I should check if there's any bug when the unit designer is turned off.  That shouldn't affect what the AI does anyways though.

    Aha.  Yes indeed, if you don't have the Unit Designer on, you won't see a Sea Colony Pod, even though you can design one.  That's worth providing a work around about. 

    While I'm in here thinking about stuff, I'm thinking that having a Unity Foil be Slow is pretty pointless.  Gonna remove that.  Heck I'll give it a Deep Radar while I'm at it, make it more useful.

    I have verified that making a Transport have no prereq, also makes it possible to design a Gun Foil and a Sea Colony Pod.  Giving it away for free would basically make Doctrine: Flexibility have no purpose.  I'd need to come up with something else to do with it.
    « Last Edit: Yesterday at 11:49:38 PM by bvanevery »

    Offline vonbach

    Re: SMACX AI Growth mod
    « Reply #588 on: Today at 12:51:48 AM »
  • Publish
  • Does the AI actually design the sea colony pods though?

     

    * User

    Welcome, Guest. Please login or register.
    Did you miss your activation email?


    Login with username, password and session length

    Select language:

    * Community poll

    SMAC v.4 SMAX v.2 (or previous versions)
    -=-
    15 (6%)
    XP Compatibility patch
    -=-
    8 (3%)
    Gog version for Windows
    -=-
    65 (27%)
    Scient (unofficial) patch
    -=-
    24 (10%)
    Kyrub's latest patch
    -=-
    14 (5%)
    Yitzi's latest patch
    -=-
    83 (35%)
    AC for Mac
    -=-
    2 (0%)
    AC for Linux
    -=-
    5 (2%)
    Gog version for Mac
    -=-
    10 (4%)
    No patch
    -=-
    10 (4%)
    Total Members Voted: 236
    AC2 Wiki Logo

    * Random quote

    Yes, yes, we've all heard the philosophers babble about 'oneness' being 'beautiful' and 'holy'. But let me tell you that this kind of oneness certainly isn't pretty and if you're not careful it will scare the bejeezus out of you.
    ~Anonymous Lab Technician, Morgan Link 3DVision Live Interview

    * Select your theme

    *

    Facebook Comments