siyoa wrote:what title says ... mainly mods from harpy eagle on strategy and AI improvements (ship design, AI research), I know Sven plan was to implement them into the vanilla game (some of them at least) ... so before I figure it out the hard way, anyone have some insight ? thanks
rhinoinsomniac wrote:so the raiders are just annoying for the player but they really hurt the AI empires it seems. have they been nerfed a bit in the testing branch? i know that mod is old and hasn't been implemented to live version
sven wrote:I nerfed the raider strengths and spawn rates pretty aggressively in back in November (r37841). I'm not sure how those changes compare to the zolobolo/siyoa mod -- one of them is probably more qualified to comment on that than I am.
zolobolo wrote:In their current state the raiders are too idle: while their progression seems ok (they might even get a tiny bit more resources but not much), they could now be more agressive towards the AI and take slaves from them. I think their inactivity is not connected to the nerfe but rather to a change which prevented them (or makes it very unlikely) to attack the AI
sven wrote:That said, I'll also agree that peaceful AI/Marauder behaviors are not quite ideal. In particular, powerful AIs should probably gobble up Marauder bases when they get the opportunity, and as you say, *some* evidence of slave taking from neighboring AI empires would be a nice flavor thing.
Arioch wrote:In terms of what the player can see, it's sufficient for the Marauder bases to have slaves of the appropriate races from its neighbors (which I think it already does). Although having the AI and Marauders fight sounds cool, the player doesn't see it, so all it does is weaken the AI factions.
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