The thing is I'm not sure if it will apply to mods yet. Should be able to test it quickly though.
Also, I wanted to mention that I lost a bunch of data yesterday and that is why the Megarachnids are not finished. I will probably squeeze them into the next update which I am aiming to make the proper ROTS/Heresy story overlap. We are very close to being able to reproduce the Heresy storyline with the check of a box, but that doesn't mean I'm ruling out the scenario, which still would be superior.
I'm also a little concerned about my addition of fuel scoops. I fear I may have to remove them as it would be tremendously easy to stack a ton on a ship and make it never need refueling, which was not the intention (I only wanted 1 per ship).
Honestly, refueling isn't really a big deal in this game. It might even be better for gameplay to just drop fuel resources all together and let ships fly wherever. I can't count the number of times i've seen the AI with 100+ ships clustered around a single gas mining station trying to get fuel. Might be better to just have ship's limited by their speed instead of their fuel amount.. at least until DW2.
Well, I can think of a couple ways to fix that. The best way would be to actually make reactors much more efficient and make fuel cells smaller. This could let them go the same distances for much less time at the pump. I did already make reactors more efficient, but I also increased the size of fuel cells. I also increased the cargo capacity of cargo modules, which may lead to longer loading times. That could be fixed as well, by altering cargo throughput.
I also realized that the onus of playing fair is largely on the player, so if a player chooses not to observe a 1 fuel scoop/shipsize rule then that is on them. On the other hand I can and will enforce a 1 fuel scoop per shipsize rule on the AI.
Can you guys tell me if there is a specific problem with AI refueling behavior with this mod, or in DW in general? I have made adjustments to things to try and fix issues I saw with the AI's behavior but I may not have covered everything or done some things right.
I was also hoping that I could get some feedback on racial and government balance. I think the legacy system should have changed things considerably in favor of the minor races. As far as government goes, no one has really commented on my new system, which probably falsely leads me to believe its okay.
EDIT: Actually, I'm not sure why cargo throughput is even taken into consideration. As long as a ship can dock it should be able to pick up cargo right away. Even in our time, we have intermodal transportation which uses standardized crate pallets and shipping containers. Everything should be packed and ready by teamsters, waiting for a cargo freighter to crane up and take off with. Its not like a bunch of wage slaves are just shuffling around tiny corridors with boxes of uranium or something.
the two biggest ai problems with refueling are big fleets trying to refuel from platforms with not enough gas, and mixed-reactor fleets - the ai doesn't seem to know it should go for a hydrogen/caslon fuel point for a mixed reactor fleet.
the first one is best solved with higher fuel efficiency/smaller fuel cells, the second.... is difficult. you could remove the caslon/hydrogen distinction but that kinda sucks.
I have already made it so the only fuels are gas and hydrogen. Gas is used in nuclear reactors as a source of propellant, as the uranium used to build the component is providing power. Hydrogen is used as the fuel in fusion reactors and whatever is not used to generate electricity is used as exhaust. I'm thinking a solution would be to make it so gas is the only fuel (propellant) and either uranium or hydrogen (how electricity is generated) are used to make the reactor components themselves. Its the only solution I can think of that keeps the distinction but eliminates the hassle.
For some reason AI likes to stack nova cannons on ships resulting in 4 nova cannons frigate for example. Limiting cannon to cruiser+ ships and 1 per ship would be nice touch.
I have been using that setting in all of my games so I can second Mensrea that it does work but let me double check with the latest version.
Actually, you need to make the change with a new game, if you load an old game it will use the setting that was there when the game was first started.
Are you starting a new game and it still isn't having any effect?
Perhaps I am just misjudging the speed? The reasearch seems to state the same speed as an INI with 1.0 set as the value. Perhaps it doesn't modify any of the text strings to let you know if the setting is actually working or not?
Gvind - I can only restrict them if I custom design the Imperials ships. To be frank I have not touched that aspect of modding yet but I guess its as a good a time as any. The quick fix would be to just make them heavier though, so that putting it on smaller ships would simply not be possible. 4 nova cannon frigates sound pretty scary, by the way.
SF-Inc - I must have mistakenly thought it would be cumulative but now I realize its sequential so I will fix it for the coming update. I will probably just restore the vanilla maintenance reductions.
This also makes me wonder about the cybernetic legacy. It grants a 20% maintenance reduction to cybernetic races right off the bat but what if they were to then research normal command center tech? Would it replace the 20% with 10%? In that case I will have to make a unique command center component and restrict the cybernetics access to normal command centers.
That's good new about the .ini thing. I can now readjust warp speeds to accommodate a wider range of players but I need to know whether more people want faster or slower warp drives.
Yeah, I just checked the Cybernetic Legacy and that does seem to be a problem. Once that gets researched the 20% is overwritten for good.
Wouldn't just restricting the normal command center tech from the cybernetic races be enough?
Edit: Never mind, I forgot about the Regional Capitals and Academy. You could just give them 3 capitals and the Naval Academy off the bat then restrict the tech line because they are cyborgs and cyborgs are just that cool
Thanks for the offer rich, but I see you have some shipset links in your signature. Would you be all right with me using those? 90% of the races in this mod would have no formal ship models because they were basically footnotes in the Imperiums conquest, so there's no reason we couldn't use pretty much any shipsets.
I have decided to release an experimental version sometime soon. I want to make some changes to components and mess with fuels and such to try and improve the AI's behavior. I won't commit the changes unless it proves to work.
Thanks for the offer rich, but I see you have some shipset links in your signature. Would you be all right with me using those? 90% of the races in this mod would have no formal ship models because they were basically footnotes in the Imperiums conquest, so there's no reason we couldn't use pretty much any shipsets.
I have decided to release an experimental version sometime soon. I want to make some changes to components and mess with fuels and such to try and improve the AI's behavior. I won't commit the changes unless it proves to work.
Haha, oh wow I'd completely forgotten about those. Sure you can use them, though there are probably better shipsets from EVE out there by now. I think someone even has them with the engines put in (mine don't)
- Multiplied all race growth rates by approx 1.5, with weighting applied for low/high birthrate races
- Made races less likely to pull out their fleets when odds are similar
- Doubled all resource extraction bonuses -> gave a +20% bonus to races that didn’t have it
- Increased early-game warp component speeds (~1.2-5x)
- Greatly increased late-game warp component speeds (~2x)
- Tripled overall shield/armor strength
- Increased shield regen rate and armor absorption by 1.5
I'm trying to make the game reach conclusion within 2-4 hours, and I want fleet battles to last longer. Torpedos and some of the other weapons need to have their speed doubled/tripled though.. they just lag things up and move too slowly. Also, for some reason, there is *way* too much money in the game.. think it has to do with happiness? At the beginning of a game as eldar with Tech level 1 I can put my homeworld to 100% tax and everyone is still happy... I literally cannot spend my money and resources become the bottleneck.
Also, sometimes the imperials (and other races) sit on their homeworld without colonizing.. not 100% sure why this is. Perhaps reducing colony ship build speed by a bit?
Swizzle - Please upload your changes as a complete package to dropbox so that I can link it in the OP as a variant and drop me your email so I can direct people to that if they have questions/suggestions/etc. I can't think of a name to prefix it but I'm thinking "WH40k naval combat mod". I also wanted to note that breeding rates are capped at 1.5 last I checked. Finally, the mining components could be buffed instead of buffing every race, probably a slightly easier approach but irrelevant now that you have already done all that work. It's probably just a good idea to max out mining components extraction rates anyway, so I will be doing that with mine as well.
As for the torpedo thing, I have decided to classify what exists as torpedoes as missiles, and missiles as torpedoes. The reason being is that there are no energy torpedoes in WH40k, just normal ones. Missiles are described as being smarter and faster versions of torpedoes in the lore, and where torpedoes are usually intercepted, missiles have sophisticated mechanisms for avoiding interception. As such, I will be making "torpedoes" much faster.
I think the reason there is too much money is because I vastly overvalued the resources, so basically the money you get from them being traded due to commerce components is that much greater. Most races aren't that happy so I would say that issue is isolated to the few races I have given significant happiness buffs to, which is acceptable to me.
Sadly, there is no way to make colony ships get built faster without colonies building everything faster. I have already attempted to alter the size and resource costs of colony modules but the effects are negligible. I don't think the cost/build time of colonies is the cause of this though, but I need to ask something of you so I can find out. Next time you find a race like this, go into the game editor, open up the empire editor, select the empire and see what techs they have. If they did not research colony techs there is a problem. If they did then I honestly don't know, unless they just aren't finding satisfactory worlds to settle.
EDIT: I'm curious how you made them less prone to running fro ma fight as there are no policy files and as far as I knew that's the only way to affect it.