
Had a startup crash when I first installed the mods. Started a second time and everything seems to be working fine.
Code: Select all
if galaxy.difficulty == 'normal'
empire.resource_bonus = 1
empire.extra_science=500
-- empire.global_tech_discount=.8
elseif galaxy.difficulty == 'hard'
empire.resource_bonus = 2
empire.extra_science=1000
empire.global_tech_discount=.5
empire.global_ship_cost_mult=.5
elseif galaxy.difficulty == 'brutal'
empire.resource_bonus = 2
empire.extra_science=2000
empire.global_tech_discount=.5
empire.global_ship_cost_mult=.5
end
siyoa wrote:you can edit file new_galaxy.lua
I think one of the most visible problems the strategic AI has right now, is that once it suffers a few major losses, it's very... passive about how it rebuilds it's forces. As a result once the forces that it has been carefully building up over the course of the game are broken, it's pretty much a push-over. I guess you could describe it as brittle.nathanebht wrote:Had to use all of my production for the war. Got close to running out of metal and money. Had 2 planets bombed. Then I started taking the Ashdar's planets. Their home planet became with-in range after talking 3 of their colonies. The didn't research Planetary Defenses so it wasn't difficult to take their planets. Did have to bomb each of them back to the stone age though.
I think I may have neglected that branch of the tech tree with the AI research paths mod, thanks for the feedback.nathanebht wrote:The didn't research Planetary Defenses so it wasn't difficult to take their planets. Did have to bomb each of them back to the stone age though.
The game really rewards you for having a plan for each world (this is a production world, this is a research world, this world is for mining, etc.). The AI doesn't plan like this, and it probably doesn't develop it's worlds as effectively as a result.nathanebht wrote:Mistakes by the AI? Ineffective planet builds. No factories. Multiple mines and one research lab. Would guess that it never purchases a first factory to kick things off. They built way too many troopships and kept building them even after they should have started building defensive ships.
This is a vanilla issue. The tinkers don't know how to use their mobile outposts.nathanebht wrote:YThe Tinkers in green, only expanded to 2 additional systems. They have a small fleet of scouts, colony, combat ships. Perhaps they never researched the first ship range boost? Other races used fuel depots, but the Tinkers never did. Some kind of AI issue.
If you're willing to try it again once r22220 becomes public, I'm pretty confident the AI will put up more of a challenge with the latest version of the mod. There's been a few pretty significant bugs that have been found and fixed. If you want to try it out now though I think you're need to opt into the 'in_development' branch if you're using Steam.nathanebht wrote:Playing the Yoral on hard difficulty. Huge, 85 star box map. My start was close to the middle of the map. Picked the Yoral as I figured this would be difficult with these 3 AI mods.
The Ashdar Imperials started a little south of me and declared war very early. Had 5 to 6 planets at the time and they had about the same.
Had to use all of my production for the war. Got close to running out of metal and money. Had 2 planets bombed. Then I started taking the Ashdar's planets. Their home planet became with-in range after talking 3 of their colonies. The didn't research Planetary Defenses so it wasn't difficult to take their planets. Did have to bomb each of them back to the stone age though.
Believe it should just be some cleanup from here. Not sure what the other AIs are doing. Think they should have started colonies near me by now.
Mistakes by the AI? Ineffective planet builds. No factories. Multiple mines and one research lab. Would guess that it never purchases a first factory to kick things off. They built way too many troopships and kept building them even after they should have started building defensive ships.
'nathanebht wrote:Thanks for the info but no 'in_development' branch showing for me to switch to.
Too late anyway, I'm playing Battletech now. Sometimes cursing is even involved.
Battletech is good but noticeably lacks polish in many areas.zolobolo wrote:The game sounds really interesting (being a Dawn of War 1 and Mech Warrior fan myself).
Just missing the various ground units that would give the mechs their scale... there are a few occasions where tanks pop up but not too often it seems and the game probably comes down to mechs duking it out 99% of the time, which is too bad. If they had some merc commandos and tank squadrons to command as well I would be all over that game. I think it was MW5 (Vengeance) where you had a couple of missions where tanks, bombers and armored troop transports were involved and those were always my favorite as you could actually see and feel the tactical purpose and role of the mechs![]()
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