[1.0.1.9]Autodesigner issues

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zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

[1.0.1.9]Autodesigner issues

Post by zgrssd »

Doign a bunch of manual redesigns, I noticed weaknesses in the Autodesigner. Stuff that could be better for better AI combat.

Tanker
Does not install shield
Does not install maximum engines (needed to actually catch the target).
Starts with a Long Range missiles (should be unarmed or at best PD)
Has 2nd fuelcell instead of more Cargo Space (works as fuelcell for them)

Colonizer
Starts with a missile
Does nto start with maximum Engines (quicker to reach planet and stops)
Does not start with enough power for full FTL (colonizer module needs about 1 extra generator)
Starts with a Damage Control unit (do you expect combat?)
Picks extra Passenger Space before it picks fuel cells or reactors to even approach the set colonisation range

Troop Transport
Needs a weapon Equipped (I kinda think the Pods+Troop compartments should be enough)
Damage Controll unit and all 4 defense slots filled.
Does not start with a 2nd Cargo Compartment
A mixed Missile/Gun Weapon set. PD would be absolutely nesssesary to avoid longrange weapons
Not the maximum engines (quickere to the planet to be less under fire)
Does nto start with Medical Center (despite reccomendations)
Menzoberranzan
Posts: 29
Joined: Sat Jun 08, 2013 7:56 am

Re: [1.0.1.9]Autodesigner issues

Post by Menzoberranzan »

This can be fixed (supposedly) by editing the xml files. Be warned the file (as in only one for all ships/stations of all races) is clear as mud, unlike DWU.

If you can figure out how to do it, please let me know. I have my own adjustments that I want to make.
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