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by zolobolo
Fri Apr 20, 2018 6:01 pm
Forum: Modding
Topic: Combat Damage Mod
Replies: 6
Views: 333

Re: Combat Damage Mod

The mod has so far achieved what you have set out for it do and since there is larger chance of ships escaping or being captured it also helps to keep the game flow better Where I found it wasn't helping are the below: 1. Basic Harpy units got a huge boost to survivalist even if they cannot put up a...
by zolobolo
Fri Apr 20, 2018 9:13 am
Forum: Modding
Topic: More Varied AI Research Paths
Replies: 4
Views: 76

Re: More Varied AI Research Paths

The AI sometimes produces Advanced Destroyers in Vanilla but it is very rare and without the use of the Strategic AI mod it is very difficult to catch that - only saw it when playing against 3 other Yoral Also noticed that the AIs all seem to take the same research route - so will try it out with th...
by zolobolo
Thu Apr 19, 2018 6:33 pm
Forum: Modding
Topic: Strategic AI Mod
Replies: 40
Views: 354

Re: Strategic AI Mod

Sounds like there needs to be a way to tell the AI not to build any ship Essentially, you're right. The preemtion occurs because once the AI decides it wants a ship, it has to build a ship if there are any designs it can afford. And when recovering from low metal the first design to become affordab...
by zolobolo
Thu Apr 19, 2018 1:05 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 143
Views: 1951

Re: Tactical Combat AI Mod

Based on some feedback from the steam forums, I'm considering increasing the maximum distance to targets that carriers will launch fighters at. Previously, I had erred pretty strongly on making carriers fairly conservative with how they use their fightercraft, and it seemed to be confusing people s...
by zolobolo
Thu Apr 19, 2018 9:35 am
Forum: Modding
Topic: Strategic AI Mod
Replies: 40
Views: 354

Re: Strategic AI Mod

Ran a full test game with all races in autopilot but didn't encounter any errors related to the mods (tactical and strategic AI + shield regen + damage dispersion mod) Findings: 1. Mid-game wasteland was not noticeable at all - all the AIs had a healthy level of fleet force at all times 2. Ship vari...
by zolobolo
Thu Apr 19, 2018 8:21 am
Forum: General Forum
Topic: Alliances
Replies: 6
Views: 65

Re: Alliances

Example to alliances costs: Currently each faction can provide max +3 Influence / Turn Upkeep of alliance with a faction with less then 50% pop then player: 3 Influence / Turn Upkeep of alliance with a faction with identical sized pop : 4.5 Influence / Turn Upkeep of alliance with a faction above 15...
by zolobolo
Wed Apr 18, 2018 8:04 pm
Forum: General Forum
Topic: Alliances
Replies: 6
Views: 65

Re: Alliances

The first suggestion sound interesting but as you have pointed out, it would need to be clearly communicated to the player when and why an Alliance option is not available else it leads to frustration Having to vote for the most powerful alliance member would work better - and offer the option for t...
by zolobolo
Wed Apr 18, 2018 6:19 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1434
Views: 202694

Re: Report - Current Bugs and Issues

Raiders improperly eliminated

Using mods strategic and tactical AI but should not affect this

Save:
https://www.dropbox.com/s/a8w524lhq05y1 ... 1.rar?dl=0
by zolobolo
Wed Apr 18, 2018 4:57 pm
Forum: Modding
Topic: Strategic AI Mod
Replies: 40
Views: 354

Re: Strategic AI Mod

Orthin keep producing Scouts as seen below Save: https://www.dropbox.com/s/makxgphc2wrnesz/Mod%20Testing%2010.rar?dl=0 Is the ship produced affected by the mod at this point? Some time ago it has been stated that the AI should chose a preferred selection of ship types each game, in which case this m...
by zolobolo
Tue Apr 17, 2018 3:49 pm
Forum: Modding
Topic: Strategic AI Mod
Replies: 40
Views: 354

Re: Strategic AI Mod

Here is a picture of what I was thinking under make all attributes visible Why is this useful? Now that the AI is capable of building Outposts and having more ship (via this mod), it can finally make use of the already existing starvation mechanic and blockade all planets within its reach which it s...
by zolobolo
Tue Apr 17, 2018 12:30 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 143
Views: 1951

Re: Tactical Combat AI Mod

Protean cannot move after being destroyed error

Save: https://www.dropbox.com/s/makxgphc2wrne ... 0.rar?dl=0

The separation of movement and attack behaviour seems to be a very complex mechanic - running the test games on auto-pilot until I hit an error to identify as many as possible
by zolobolo
Tue Apr 17, 2018 10:44 am
Forum: General Forum
Topic: Suggestion: Moving production/population and moving orbital installations
Replies: 2
Views: 51

Re: Suggestion: Moving production/population and moving orbital installations

Have seen transferable production in the latest MoO game so I guess it was a staple of the series - made sense there but here I never needed it so far due to the many useful things production can be used, and due to the metal constraint being the limiting factor of production not the production capa...
by zolobolo
Mon Apr 16, 2018 7:46 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 143
Views: 1951

Re: Tactical Combat AI Mod

by zolobolo
Mon Apr 16, 2018 7:43 pm
Forum: Modding
Topic: Strategic AI Mod
Replies: 40
Views: 354

Re: Strategic AI Tweaks

The change to production descaling according to metal seems to have worked very well in practice Below picture shows Yoral reinforcements after they have suffered heavy losses in the previous war and already in possession of Battleship tech. Previously they would have lost dozens of turns building u...
by zolobolo
Mon Apr 16, 2018 7:26 pm
Forum: Modding
Topic: Strategic AI Mod
Replies: 40
Views: 354

Re: Strategic AI Tweaks

Staffing Curve bug

Noticed now that Humans have a hard time holding on to their scout

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