starting the show |
no I don't think so |
almost an ocean |
I terraform best |
no one at the races |
discontinuity |
colonization by overpopulation |
studying charts |
inefficiency consequences |
picking up some pods |
secret equality |
war has come |
I tried |
free ride home |
capitalist sea pig |
new state of the sea |
Yang draws first blood |
SOB |
moral victory |
potential catastrophic loss |
air fodder |
increase the war machine |
evil Yang |
SOB2 |
get me cruisers |
first capture |
clogging them up |
make them tough |
party tiiiime |
> The exploit of using an ally to get all your tech is rampant in The Will To Power mod, and not entirely absent here.Ok, I should be more thorough in describing The Will To Power's issue, and what Thinker is like by comparison.
Tech trading is still basically vanilla only behaviour. What kind of exploit are you referring to?
And which dialogue choices did you use to trade for those techs? It should be quite easy now to rewrite parts of that logic.
It seems AI is putting up some resistence there. Won't be just a walk in the park.
sinking in my favor |
the western front |
manual scouting |
somewhat weaker |
under cover |
see Drones die |
Morgan stiffs Yang |
Morgan facing Lal |
covered probing |
you were distracted |
incautious at sea |
the wall is up |
war dithering |
what's the relation |
so silly |
floating minerals |
Central Air Command |
what was I waiting for |
ceremonial war |
some of my valuable research data perhaps |
you can sell me more |
right over the water |
and finally he gets cagey |
yesssss |
it is the power of a pirate |
bigpox |
sweeping the land |
happy happy workers |
friends don't let friends ride Transports |
like I was saying, MY waters |
there ought to be clowns |
infiltration mission |
discipline stands up |
Yangish grit and determination |
sneaking south |
how did I miss that |
went after my interceptor |
begin sea control |
I will have it now |
is it a fast ship |
killin' me with the transports |
nowhere |
feeling bold |
here come minerals |
look what I turned up |
should I |
bigger gun isn't better |
attrition it is then |
the parley |
it can help me |
you could hear a pin drop |
he bends |
a surprising response |
oh you slimebag |
but he did sign |
knock off the stupid stuff |
comply! |
let's get the Drone |
bow to the inevitable |
if I only had a brain |
can never be too careful |
flooding, what flooding |
oh |
shifting the money |
transition |
disappearing Transport passenger |
anti Locust |
slimebag |
what up fool |
your sales technique is lacking |
thanks for sharing |
While discussing bugs, it should be noted that I generally cannot start Thinker with the 1st click of its shortcut on my desktop. It takes at least 2 times and often more. It's indeterminate how many times it takes, although it will eventually succeed, probably no more than 5 clicks at the most. I do have to Run As Administrator. In contrast, I don't have to perform any special rituals to run WTP. So they have apparently diverged as far as how they handle startup.
I'm going to make a guess that Thinker incorporates PRACX, which is actually buggy, and WTP does not.
Hmm, it seems Yang is at least playing to the character. :D
It's actually only vanilla AI that is using those missiles, so that worked out quite well.
I was even thinking of implementing a special AI strategy for using conventional missiles, it would be useful to overcome Aerospace Complex+AAA or similar high defenses in some bases, but implementing it would require quite a bit more code.
So what is your exact Windows version?
It would be more likely if the launcher either worked or failed, it just doesn't make much sense that it would operate "randomly" in that fashion.
Did you check the task manager if there's additional terranx.exe processes opened in the background?
Also by default PRACX features are disabled in Thinker because that additional smooth_scrolling code affects performance a little too much. And it's not that necessary anyway.
QuoteSo what is your exact Windows version?
Windows 10 Pro, Version 21H2, OS Build 19044.1415. 14 year old laptop with Intel integrated graphics.QuoteIt would be more likely if the launcher either worked or failed, it just doesn't make much sense that it would operate "randomly" in that fashion.
Seemingly semi-random, as it will finally work within 5 tries at the most. Although, the 1st failure is not random at all. It always fails. The random part, is whether it takes usually 2 or 3 tries to get going.QuoteDid you check the task manager if there's additional terranx.exe processes opened in the background?
I didn't happen to check. Currently as I play today, there's only terranx.exe. I will wait until the next time I kill the game and try to remember to notice. I think the behavior, is almost like it's required to have a stray copy, to get working.
Also it is weird to need to run it as admin, as I don't recall ever making any kind of setting to have that happen with WTP. If I don't run as admin, it won't work at all. I get an error dialog box about it not being able to start up.
; Set the amount of priority AI factions have for the preferred social model.
; Allowed values: 0 (no priority) - 1000. By default the priority is moderate.
social_ai_bias=10
; Probe team infiltration on other factions can expire randomly when this option is set.
; Chance for discovery is rolled each turn and depends on the comparative PROBE ratings of the
; attacking and defending faction. If discovered, a dialog box will be displayed for both.
counter_espionage=1
; In vanilla game mechanics, eco damage on AI bases is notably reduced from player levels.
; This patch increases AI eco damage to the same level than what the player bases have.
; In addition, constructing Tree Farms and similar facilities always increases the clean
; minerals limit even before the first fungal pop.
eco_damage_fix=1
; Significantly reduce the frequency of supply pods on random maps and
; place nutrient/mineral/energy bonus resources on the same tiles instead.
rare_supply_pods=1
; Select whether to exclude some factions from random selection in the game setup.
; Factions can be selected individually but at least 7 factions must always remain enabled.
; 1 = Gaians
; 2 = Hive
; 3 = Univ
; 4 = Morgan
; 5 = Spartans
; 6 = Believe
; 7 = Peace
; 8 = Cyborg
; 9 = Pirates
; 10 = Drone
; 11 = Angels
; 12 = Fungboy
; 13 = Caretaker
; 14 = Usurper
; 15 = First custom faction slot if available etc.
skip_faction=12
skip_faction=13
skip_faction=14
1, 2 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming).
[Limit reached]
He's got a probe team on defense in this trivial forward city that I expected to be nearly empty. And an Impact Speeder to kill my probe team if I back off. I guess he was just in a war with Morgan, and of course they just made peace. I keep underestimating Lal, despite that he's been a complete jerk in every game I've seen him in. Does he especially have it in for the Pirates for some reason, or is he always this way to everyone? Why isn't being Democratic making him happy?
Sometimes they will not even accept commlink attempts.Lal did that to me a lot this game.
That one example of AI attempting to blackmail and then asking for a pact is weird, but it should be only vanilla AI logic.
QuoteTotally cranking that to 1000. Enough of this Morganic Green and Deirdre Planned AI rubbish.
It is the way it is, because vanilla game mechanics place very high penalties on being in Free Market while airpower is available or not having the ability to pop boom. And restricting the AI choices this way would make either or both of those true for most factions, thus making the game much easier for humans. This is not necessarily true if the SE choices are modded, however.
There's some point to say the infiltration should always be guaranteed to last a certain amount of time, but sometimes espionage missions fail outright.
About WTP's version I'm not sure what purpose the introduction of specific infiltration devices actually serves.
It would possible to remake the mechanic such that upon infiltration, you're getting a guaranteed X turns of infiltration and then some random/probe rating specific factor modify the addition. Infiltrating again when you have, say 5 turns of 10 turns left, could renew the counter back to 10 turns. This value would have to be displayed somewhere in the GUI though. One option would be to add a new screen on ALT+T menu to display the infiltration status for all factions. This way it's also not required to introduce any listening device abstraction in the game.
> Your "protection radii" probably prevents summary execution by Recon Rover, same as my recommendation of Huge maps usually does.
What do you mean by this?
; Balance faction starting locations more evenly on random maps and
; maintain a minimum distance to any nearest neighbors.
faction_placement=1
Tech cost is currently tuned so that it's nearly as fast as vanilla except in the late game phases. But if the tech stagnation option is enabled, that should really slow things down, because it's +100% cost instead of +50% like in vanilla.
Anyway, most design stuff involves tradeoffs. If you're restricting social engineering or any choices strictly on some narrative limitations, then it can't be prioritizing best AI because for the human players these alternative choices are always available when allowed by the game mechanics.
but at least the social AI plays by the same rules than humans.
Your approach is having your cake and eating it too, breaking the rules that are set out in the faction.txt files. The game isn't "everyone chooses what they want". The game is that human players choose what they want, AIs don't. They are asymmetric that way. The original design of the game is superior and should be respected in that way. There's a reason the original 7 factions all had slightly shifted choices from one another. It was to create a set of natural allies and natural enemies. That all goes out the window when factions can do whatever they want, regardless of their design.
Well, I think you know what you wrote there isn't clearly true since the anti-ideologies (social models) specified in the faction.txt files are always parsed and even Thinker's social AI never chooses them and has never done so.
there definitely should be an option to play against stronger AIs
Not that it's definitely required in any way, but if you constrain AI actions in significant ways, it's going to have its own consequences.
Related to my earlier comment "That one example of AI attempting to blackmail and then asking for a pact is weird, but it should be only vanilla AI logic." Now I can't seem to find the original message in which you noticed this AI diplomacy behaviour. Do you have a savegame of it just before you open the diplomacy or from the turn before it? That would be necessary for reproducing the issue.
[Limit reached]
This is like what Lal pulled a lot earlier.
[Limit reached]
There's something wrong with the diplomatic AI. It's incoherent. You don't bully someone, then offer to be their friend. Which will realistically lead to giving techs, not getting them. Presently, I need all the friends I can get though. So I take up this ally of convenience. I really don't need a pain in the rear.
[Limit reached]That one, unfortunately, was from the game where I was trying to be more abbreviated about my reportage. Don't have a save from that year. I have one from MY 2136 and MY 2149.
MY 2147. This guy's got a lot of nerve. Especially while standing next to my mindworm!
[Limit reached]
Aside from that really tempting offer you made me before, I'm seriously trying to cut down on the sugar daddy thing. I'm really trying to remember to kick your ass, m'kay?
So they will not get automatically deleted after a couple of turns of gameplay like normally.I have been playing rapidly, filling up this thread, and those were old games. Part of why you couldn't find those needles in the haystack! But yes, when I see the circumstance again, it should be easier to get the saves around it.
Gotta turn off the things that weren't improvements. Looking in thinker.ini, I notice:Code: [Select]; Set the amount of priority AI factions have for the preferred social model.
; Allowed values: 0 (no priority) - 1000. By default the priority is moderate.
social_ai_bias=10
Totally cranking that to 1000. Enough of this Morganic Green and Deirdre Planned AI rubbish.
Here's the one that got me started looking:Code: [Select]; Probe team infiltration on other factions can expire randomly when this option is set.
; Chance for discovery is rolled each turn and depends on the comparative PROBE ratings of the
; attacking and defending faction. If discovered, a dialog box will be displayed for both.
counter_espionage=1
That's a zero!
I totally don't understand the purpose of excluding these 3 factions from a slate of random opponents. It might explain why my opponents have been awfully consistent from run to run.Code: [Select]; Select whether to exclude some factions from random selection in the game setup.
; Factions can be selected individually but at least 7 factions must always remain enabled.
; 1 = Gaians
; 2 = Hive
; 3 = Univ
; 4 = Morgan
; 5 = Spartans
; 6 = Believe
; 7 = Peace
; 8 = Cyborg
; 9 = Pirates
; 10 = Drone
; 11 = Angels
; 12 = Fungboy
; 13 = Caretaker
; 14 = Usurper
; 15 = First custom faction slot if available etc.
skip_faction=12
skip_faction=13
skip_faction=14
So, erasing those entries.
; Improved tech cost mechanic to increase late game research costs (see Details.md)
; Tech costs scale relative to the level of current research item, instead of the
; old version where costs increased according to the amount of techs a faction had.
revised_tech_cost=1
; When revised_tech_cost is enabled, this factor is applied on AI research costs.
; Example: 100 = 100% of human cost, 76 = 76% of human cost. Minimum value: 1.
tech_cost_factor=116,108,100,92,84,76
; Special option for revised_tech_cost. Apply a temporary, decreasing discount for
; the first 16 techs that are discovered. Any starting techs will count against the limit.
cheap_early_tech=1
; Enable Thinker's modified map generator. This replaces the old WorldBuilder.
new_world_builder=1
; This replaces the default Monsoon Jungle landmark with multiple dispersed jungles on the map.
modified_landmarks=1
; Balance faction starting locations more evenly on random maps and
; maintain a minimum distance to any nearest neighbors.
faction_placement=1
; Faction placement can also add two nutrient bonuses for each land-based faction.
; 0 = disable for all, 1 = enable for AIs only, 2 = enable for all.
nutrient_bonus=1
I'm not sure what's the rationale of just playing version 3.0 when 3.1 is also available.
Maybe to post about only one version in one thread?
With revised_tech_cost first level techs are very expensive for a starter empire, so the cheap_early_tech option is not much different from vanilla behaviour in the early stages of the game.
[Limit reached]
Voting for atrocities before a Governor has been elected is a good idea, because nobody can veto.
Clean 3-Res Transport, Foil, Transport, 3-Res, 7,0,0, Bioadap, -1, 10000000000000010000000000000000
Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 00000000000000000000000000
TRANSPORT OBSESSION
- Transport: removed. The AI obsesses about building Transports, particularly the Pirate AI. I was trying to stop it by removing this unit. However, basic naval units have no tech requirements, so the game just designs a Transport for the player anyways. At least this saves a predefined unit slot.
- Clean Transport: removed. The AI obsesses about producing this.
- *Sea Formers: removed. It's a disabled unit design. Recycling this slot makes the unit table shorter. Hopefully this does not trigger any bugs. I've been paranoid about that possibility, but I've never seen any evidence of it.
- Clean Plasma Transport: new predefined unit available with C3 Advanced Subatomic Theory. Takes the slot in the unit table that was occupied by *Sea Formers. The AI is determined to obsess about Transports, and some kind of unit will need to be provided sometime. Clean Synth Transport is an obvious design, but it is not offered. It causes the AI to start obsessing about Transports way too early. Starting with C3 Advanced Subatomic Theory is a compromise.
- Clean 3-Res Transport: new predefined unit available with C4 Bioadaptive Resonance. Takes the slot in the unit table that was occupied by Transport. The AI is determined to obsess about stacking sea bases full of transports, so it is best to offer a unit with the maximum defensive benefit.
enum VehBasicUnit {
BSC_COLONY_POD = 0,
BSC_FORMERS = 1,
BSC_SCOUT_PATROL = 2,
BSC_TRANSPORT_FOIL = 3,
BSC_SEA_FORMERS = 4,
BSC_SUPPLY_CRAWLER = 5,
BSC_PROBE_TEAM = 6,
BSC_ALIEN_ARTIFACT = 7,
BSC_MIND_WORMS = 8,
BSC_ISLE_OF_THE_DEEP = 9,
BSC_LOCUSTS_OF_CHIRON = 10,
BSC_UNITY_ROVER = 11,
BSC_UNITY_SCOUT_CHOPPER = 12,
BSC_UNITY_FOIL = 13,
BSC_SEALURK = 14,
BSC_SPORE_LAUNCHER = 15,
BSC_BATTLE_OGRE_MK1 = 16,
BSC_BATTLE_OGRE_MK2 = 17,
BSC_BATTLE_OGRE_MK3 = 18,
BSC_FUNGAL_TOWER = 19,
BSC_UNITY_MINING_LASER = 20,
BSC_SEA_ESCAPE_POD = 21,
BSC_UNITY_GUNSHIP = 22,
};
Probe teams are a Tier 1 tech in my mod. They also have a pure Conquer focus, so if you don't study Conquer or trade for it, you're not going to learn it. Hmm, how did Zhakarov learn it then, with a pure Discover research focus? Well it's Tier 1. He could have popped it from a pod, but it does raise an eyebrow. I don't think he can instantaneously trade with Miriam between the moments of our diplomatic dialogue. Maybe he's in contact with Santiago.Things he had:
[..]
I'm going to try to remember to look at this circumstance after I'm done with this game.
Biogenetics, Biogen, 0, 4, 0, 3, None, None, 000100000
Industrial Base, Indust, 1, 0, 4, 3, None, None, 000000100
Centauri Ecology, Ecology, 0, 0, 3, 4, None, None, 000000100
Doctrine: Mobility, Mobile, 4, 0, 0, 3, None, None, 000000000
Polymorphic Software, Poly, 4, 0, 0, 0, None, None, 000000000
High Energy Chemistry, Chemist, 4, 0, 0, 0, None, None, 000000000
Adaptive Economics, AdapEco, 3, 0, 2, 4, Ecology, Indust, 000000000
Social Psych, Psych, 0, 0, 2, 4, None, None, 000000000
So the University could be learning completely random techs, until E1 Social Psych is finally obtained. Perhaps I should "bread crumb" Social Psych as a partial Discover tech, so that the University is not unreasonably delayed.