The FreeFac faction bonus already allows this option regardless of executible patchs. I also know that Yitzi implemented the original (unused) feature that allowed the free appearance of specific facilities at newly constructed bases after the discovery of specific technologies.
d) free facilities at every base when discovering certain Techs (AI only of course)
a) more TerraformingThe above would require extensive coding changes because it involves changes in the AI behavior. The AI behavior, especially movement and command controls, tend to have expansive functions.
give free (independent? trance? ) Terraformers every x turns for #bases/y..
~~> e.g. every 10 turns a terraformer appears in every 2nd AI Base
independent:: otherwise other units could be lost due to lack of minerals (e.g. from the 1 million transport vessels floating on the ocean)
trance:: they don't get eaten by worms the next turn (though maybe Deidre lovers are not too fond of this)
I suppose it appears reasonable, but the individual that implements the changes would have to find adequte space in the appropriate sections for the extensive addition of technology flags.
b) simulate advanced terraforming
since the AI refuses to build good improvements, just make what they use good for them
when "condition Nut1" is met -> all farms worked by that AI faction generate +1 nutrients (~~> simulates some Condensers build)
when "condition Nut2" is met -> all farms worked by that AI faction generate +2 nutrients (~~> simulates Condensers everywhere)
when "condition Nut3" is met -> all farms worked by that AI faction generate +3/+4 (?) nutrients (~~> simulates Condensers and SE everywhere)
when "condition Bore1" is met -> all Mines worked by that AI faction generate +1 Energy (~~> simulates some restricted Boreholes)
when "condition Bore2" is met -> all Mines worked by that AI faction generate +2 Energy (~~> simulates more restricted Boreholes)
when "condition Bore3" is met -> all Mines worked by that AI faction generate +1 Mins & +3 Energy (~~> simulates some Boreholes)
when "condition Bore4" is met -> all Mines worked by that AI faction generate +2 Mins & +6 Energy (~~> simulates full on Boreholes)
the values are just a wild guess, for now I just want to know if any of this is doable I would then experiment to see what works :)
the conditions could be linked to specific techs or to tech. levels (e.g. first E3 / D3 / B3 / C3 tech. researched unlocks Nut1) or just M.Y.
c) decrease tech costs for AI over time ~> starting techs cost the same (as the AI is doing fine in the beginning), but tech. costs should increase by (far) less for each discovered tech.I suppose it sounds reasonable, and it would require less modification then the previous proposal.
e) limit max # of transport foilsThe code indicates that the transport foils have a special identity for the AI because it treats them as military units in certain cases.
The FreeFac faction bonus already allows this option regardless of executible patchs. I also know that Yitzi implemented the original (unused) feature that allowed the free appearance of specific facilities at newly constructed bases after the discovery of specific technologies.
d) free facilities at every base when discovering certain Techs (AI only of course)
ok too bad, I was hoping it would be easy to just spawn some formers and they would just "behave" like formers they builda) more TerraformingThe above would require extensive coding changes because it involves changes in the AI behavior. The AI behavior, especially movement and command controls, tend to have expansive functions.
[...]
How would/did a an individual that implements the changes get a hand on the source code? I'd be highly intrigued to have a look at it ;)b) simulate advanced terraformingI suppose it appears reasonable, but the individual that implements the changes would have to find adequte space in the appropriate sections for the extensive addition of technology flags.
[...]
I assume this would be the most effective fix (space in the appropriate section for the individual / reasonability of the AI-boost )Quotec) decrease tech costs for AI over time ~> starting techs cost the same (as the AI is doing fine in the beginning), but tech. costs should increase by (far) less for each discovered tech.I suppose it sounds reasonable, and it would require less modification then the previous proposal.
Quotee) limit max # of transport foilsThe code indicates that the transport foils have a special identity for the AI because it treats them as military units in certain cases.
Give mines +1 nutrient. It helps a lot.Too bad that only Fungus yield can be changed on a per faction basis.. I don't like that human players would get the bonus as well, as this leads to "forestable" rocky tiles. And despite mines being my least favored improvement, I usually still have more of them then the AI.
How would/did a an individual that implements the changes get a hand on the source code? I'd be highly intrigued to have a look at it ;)