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Elite probe destroys defensive facilities (perimeter, tachyon) with 75% success rate. As they are so cheap destroying enemy defensive facilities in front of your army becomes a very effective strategy. The problem here is that AI does not use it massively while human does. It essentially renders AI defensive facilities useless against human player.As your mod targets AI improvement do you consider modding this aspect of the game? If yes, there could be multiple ways to do it starting with those I pull from the top of my head in this post.http://alphacentauri2.info/index.php?topic=21129.msg117489#msg117489
Wow. Never mind. I just uninstalled and reinstalled a fresh original version from GOG. It has the same bug!
Induktio,Did you see anywhere if AI is able to build units with Soporific Gas Pods at all? In general, are there settings for AI prescribing what unit types to build (chassis, weapon, armor, abilities) and in what proportion?
Quote from: tnevolin on January 06, 2019, 01:36:15 AMWow. Never mind. I just uninstalled and reinstalled a fresh original version from GOG. It has the same bug!So are you saying this bug is present in the unmodified game (GOG version) as well?
Quote from: tnevolin on December 27, 2018, 02:48:30 PMElite probe destroys defensive facilities (perimeter, tachyon) with 75% success rate. As they are so cheap destroying enemy defensive facilities in front of your army becomes a very effective strategy. The problem here is that AI does not use it massively while human does. It essentially renders AI defensive facilities useless against human player.As your mod targets AI improvement do you consider modding this aspect of the game? If yes, there could be multiple ways to do it starting with those I pull from the top of my head in this post.http://alphacentauri2.info/index.php?topic=21129.msg117489#msg117489Well, it can be said probe teams are a little overpowered against AI, but then again, lots of other units can also be used to overwhelm the AI defenses because it doesn't allocate the defenders that well. I'd say modding those probe action success rates is not really priority, although disallowing certain probe actions in addition to just mind control might make sense if the target has +3 PROBE. If we went on changing those probabilities, then the mind control costs could need tweaking as well. They can also be a really easy way to capture some bases.
52. [BUG] Fixed an issue where diplomacy dialog could be incorrectly displayed due to faction id value being set incorrectly. This is best exhibited where Progenitors switch into "Human" dialog syntax.
It's hard to say which features would be the best to implement here given the benefit/time ratios.
Other topic is also the possibility of implementing new modding features.
IMHO, it would serve AI's best interests to tighten up diplomacy. I.e., fight well-known exploits, and teach AIs to better choose their friends and enemies. Though don't know how about benefit/time ratio for these.Is it possible for predefined units to not grant prototypes?
I’d just be happy at this point if the AI knew how to automate gravship formers correctly. But I am sure I am in the minority there On a different note, I can no longer find a solution for “get every single Secret Project” with Thinker like I can with the base AI. My old primary strategy (Zak builder and pacifist) is no longer good enough to win, even on Librarian.
Probably there is some way of disallowing prototypes that have not been researched, so is this a feature that is considered generally important?
Gravship formers are certainly a possibility, I've already thought about implementing them, but they feel a little like some late-game esoteric feature.