AI Improvement Mod (1.05 Extended Release)
RE: AI Improvement Mod (1.02 Release)
Hey all, will be offline completely for at least the next week and have a busy time at work for the next month. If any updates are needed I'll get to them when I can at that point.
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RE: AI Improvement Mod (1.02 Release)
I don't know if you get this question a lot, but in the most recent version of this mod for extended universe, it seems like every race has a slower construction speed (-25%) on their native planet type, and a faster speed (+50% or +100%) on opposite types. Is there a reason for this, and if so, what? The only one I can think of is that by default the game has increased native type build speed and decreased opposite type build speed, and these settings cancel them out for some reason? Or maybe construction speed actually means construction time, so decreasing it is good?
RE: AI Improvement Mod (1.02 Release)
Damn you are right!
The ColonyConstructionSpeedFactor from the races file are wrong.
0.75 should be 1.25
1.5 should be 0.75
2.0 should be 0.5
Here is a quick fix
The ColonyConstructionSpeedFactor from the races file are wrong.
0.75 should be 1.25
1.5 should be 0.75
2.0 should be 0.5
Here is a quick fix
- Attachments
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- fixed_races.zip
- (175.15 KiB) Downloaded 37 times
- Blackstork
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- Joined: Mon Jul 07, 2014 3:45 am
RE: AI Improvement Mod (1.02 Release)
I've saw this before and wondered, but since i were busy and games were evolving smoothly i though it is misleading description in the game (it states bit misleading in race.txt)
Someone checked it how this affect right now? Trying to check this with Beyond Shandar Run.
Someone checked it how this affect right now? Trying to check this with Beyond Shandar Run.
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: AI Improvement Mod (1.02 Release)
Hey Icemania, i confirm this is mistake, i will correct this for release of A.6 Beyong, you can take then and copy paste those strings.
Also i noted you used vanilla pictures (for vanilla races) for Extended Mod in Pedia files. they do not match Extended race art.
also Wekkarus miss string about their weapon and Energy research.
Please tell if the only related troop string you changed in 1.02 (except frieghter shrinking issue for Speed/Agility guys) is TroopGarrisonLevel ;1.5 (from 1)
thanks
Also i noted you used vanilla pictures (for vanilla races) for Extended Mod in Pedia files. they do not match Extended race art.
also Wekkarus miss string about their weapon and Energy research.
Please tell if the only related troop string you changed in 1.02 (except frieghter shrinking issue for Speed/Agility guys) is TroopGarrisonLevel ;1.5 (from 1)
thanks
RE: AI Improvement Mod (1.02 Release)
Does the 1.02 work with the 1.9.5.8 beta? Sorry if it's in the thread somewhere I can't find it. Would like to try the beta but not without this mod!
- PsyKoSnake
- Posts: 119
- Joined: Wed Jan 25, 2012 8:20 pm
RE: AI Improvement Mod (1.02 Release)
Yeah it work.
RE: AI Improvement Mod (1.02 Release)
Thanks BlackstorkORIGINAL: Blackstork
Hey Icemania, i confirm this is mistake, i will correct this for release of A.6 Beyong, you can take then and copy paste those strings.
Actually they do:ORIGINAL: Blackstork
also Wekkarus miss string about their weapon and Energy research.
The Wekkarus also have deep knowledge of highly specialized Wave Beam weapons. This has led them to develop the potent PulseWave weapon. This unique type of beam weapon fires powerful waves of energy at targets. They focus on Speed and Agility with Energy Research.
YepORIGINAL: Blackstork
Please tell if the only related troop string you changed in 1.02 (except frieghter shrinking issue for Speed/Agility guys) is TroopGarrisonLevel ;1.5 (from 1)
RE: AI Improvement Mod (1.02 Release)
Thanks for the pick-up snowhusky5. I'll include the changes needed in the next version.ORIGINAL: snowhusky5
I don't know if you get this question a lot, but in the most recent version of this mod for extended universe, it seems like every race has a slower construction speed (-25%) on their native planet type, and a faster speed (+50% or +100%) on opposite types. Is there a reason for this, and if so, what? The only one I can think of is that by default the game has increased native type build speed and decreased opposite type build speed, and these settings cancel them out for some reason? Or maybe construction speed actually means construction time, so decreasing it is good?
RE: AI Improvement Mod (1.02 Release)
CheersORIGINAL: Francoy
Here is a quick fix
- Blackstork
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- Joined: Mon Jul 07, 2014 3:45 am
RE: AI Improvement Mod (1.02 Release)
Old 0.75 is actually 1.33 because decreasing cost by 25% is = increasing speed by 33%
- PsyKoSnake
- Posts: 119
- Joined: Wed Jan 25, 2012 8:20 pm
RE: AI Improvement Mod (1.02 Release)
ORIGINAL: Blackstork
Old 0.75 is actually 1.33 because decreasing cost by 25% is = increasing speed by 33%
Why 25% = 33% it make no sense.
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: AI Improvement Mod (1.02 Release)
ORIGINAL: PsyKoSnake
ORIGINAL: Blackstork
Old 0.75 is actually 1.33 because decreasing cost by 25% is = increasing speed by 33%
Why 25% = 33% it make no sense.
It makes if you wont cut and throw away some critical words i added to the math (i.e. saying that "mass of 1 elephant = masses of 2 giraffes" is not meaning that "1 = 2")
Decreasing cost by 25% of 1 means you increase speed by 1.33%
X * 0.75 = y where y is modified cost, x original cost
Icemania's design was to decrease cost (he though those numbers are cost mulptiplies according to how he filled them), but he mistaken and the numbers he modified is actual construction time multiplier
for that case with multiplier if we take y = x/0.75 = x * 1/0.75 = 1.33 * x
If design was to create modifier for construction cost (As Icemania's quite transparent intention in files he made), but in result it appears to be contruction speed, this is only correct mathematical way to calculate construction cost modifiers into construction speed modifiers
- PsyKoSnake
- Posts: 119
- Joined: Wed Jan 25, 2012 8:20 pm
RE: AI Improvement Mod (1.02 Release)
ORIGINAL: Blackstork
ORIGINAL: PsyKoSnake
ORIGINAL: Blackstork
Old 0.75 is actually 1.33 because decreasing cost by 25% is = increasing speed by 33%
Why 25% = 33% it make no sense.
It makes if you wont cut and throw away some critical words i added to the math (i.e. saying that "mass of 1 elephant = masses of 2 giraffes" is not meaning that "1 = 2")
Decreasing cost by 25% of 1 means you increase speed by 1.33%
X * 0.75 = y where y is modified cost, x original cost
Icemania's design was to decrease cost (he though those numbers are cost mulptiplies according to how he filled them), but he mistaken and the numbers he modified is actual construction time multiplier
for that case with multiplier if we take y = x/0.75 = x * 1/0.75 = 1.33 * x
If design was to create modifier for construction cost (As Icemania's quite transparent intention in files he made), but in result it appears to be contruction speed, this is only correct mathematical way to calculate construction cost modifiers into construction speed modifiers
Thanks for the explanation
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: AI Improvement Mod (1.02 Release)
You welcome 

RE: AI Improvement Mod (1.02 Release)
The Shakturi research colonisation costs and colony construction speeds have been corrected to align with Francoy's Table. That said, I'm not sure if those numbers are used by the game unless you make the Shakturi playable e.g. the design templates are still not used unfortunately.
0.75 should be 0.67 i.e. 1/1.5
A question for all ... are there any other fixes needed?
0.75 should be 0.67 i.e. 1/1.5
Thanks Blackstork now fixed for 1.03 which I'll release next weekend.ORIGINAL: Blackstork
Also i noted you used vanilla pictures (for vanilla races) for Extended Mod in Pedia files. they do not match Extended race art.
A question for all ... are there any other fixes needed?
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: AI Improvement Mod (1.02 Release)
ORIGINAL: Icemania
0.75 should be 0.67
I do not understand where you take this math? you wrote 0.75 for original planet type for all races, and assumed it is building cost multiplier, but since it is building speed multiplier it should be 1/0.75 = 1.33 building speed in order to provide same result as 0.75 building cost
RE: AI Improvement Mod (1.02 Release)
ORIGINAL: Blackstork
ORIGINAL: Icemania
0.75 should be 0.67
I do not understand where you take this math? you wrote 0.75 for original planet type for all races, and assumed it is building cost multiplier, but since it is building speed multiplier it should be 1/0.75 = 1.33 building speed in order to provide same result as 0.75 building cost
Apologies, to clarify, the old 1.5 should be 0.67 (Francoy stated the old 1.5 should be 0.75). Not that it makes a material difference either way.
- Blackstork
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- Joined: Mon Jul 07, 2014 3:45 am
RE: AI Improvement Mod (1.02 Release)
Ah, yes, its correct, 1.5 should be 0.67 (i made 0.66) due to relationship between contruction speed and cost. Francoy's math have slight mistake,
It's same as 0.75 should be 1.33 etc.
If you need the "correct" math (its not matter so much, as you said) you can have it from Beyond race files.
It's same as 0.75 should be 1.33 etc.
If you need the "correct" math (its not matter so much, as you said) you can have it from Beyond race files.

- PsyKoSnake
- Posts: 119
- Joined: Wed Jan 25, 2012 8:20 pm
RE: AI Improvement Mod (1.02 Release)
Here is the modified version. With 1.33 and .66 
Wanted to start my game as soon as possible

Wanted to start my game as soon as possible

- Attachments
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- races.zip
- (175.2 KiB) Downloaded 10 times