RE: Unleashed Extended I & II
Posted: Sun Jun 26, 2016 7:01 pm
I'm happy I'm not the only one that finds it difficult.
What's your Strategy?
https://forums.matrixgames.com:443/
Does this include the current versions of AI Mod 1.05 and Research Unlimited 2.2?
ORIGINAL: Retreat1970
RetreatUE has its separate AI mod. It is fine tuned for UEII. Therefore I hope it's better.
Mordachai's UE mods follow a similar research tree to Research Unlimited. RetreatUE didn't change research from UEII (except error checking).
RetreatUE has its separate AI mod. It is fine tuned for UEII. Therefore I hope it's better.
ORIGINAL: Retreat1970
I named it 2.5 at first because Mordachai said he was making a third version. Then we decided on RetreatUE, and I never changed the version number. I haven't made an update so whatever you downloaded is the latest.
Yes I reworked race, policy, templates, and research scripting just like Icemanias mod, but more. RetreatUE is UEII but with all I mentioned before. There is no modded AI improvement 1.04(5). Mine is stand alone.
ORIGINAL: mordachai
Here's my notes for III:
Hiigarans correctly have desert world priority / bonuses
Hyperdrives are in the correct order (quick/slow, medium/medium, laggy/fast)
Added Advanced versions of all hyperdrives
Fixed errors in napoar race file (duplicate entries)
There are now three distinct lines of reactors:
Fusion (good capacity, low output rate, good fuel efficiency)
Casalon (decent capacity, decent output rate, decent efficiency)
Helium (okay capacity, great output rate, worst efficiency)
Top-end reactor (quantum) is now hydrogen based, and fantastic efficiency & output & capcity (but an extra tier more expensive)
Many tweaks to balance of hyperdrives and reactors to give a better relationship amongst them
Revamped colonization research & bonuses:
Ocean, Desert, Continental, and Marsh/Jungle all have affinity, with Ice and Volcanic being more difficult to research and produce colonizers on
Ice has affinity with Ocean, Desert, and Continental, with Marsh and Volcanic being more difficult to research and produce colonizers on
Volcanic has affinity with Marsh, Desert, and Continental, with Ocean and Ice being more difficult to research and produce colonizers on
* Overall, colonization research is cheaper - you should be able to expand a bit easier
All races use fighters!
All race policies updated to prioritize the correct techs, below, in addition to fighters,
All race design templates updated to align with the following tech-design priorities:
ackdarian torpedo
atuuk rail gun
banoserit phaser
boskara torpedo (point blank + suicidal)
caleph torpedo (racial fighters)
dhayut rail gun
enton gravitic weapons
gizurean beam + bombard (point blank + suicidal)
haakonish gravitic weapons
hiigaran rail gun
human missile
ikkuro phaser
jintus rail gun
keskudon torpedo + bombard (point blank + suicidal)
ketarov gravitic weapons
kiadian torpedo
lemeresh phaser
lipid phaser + ion + boarding pods
mechanoid beam (point blank)
mortalen missile
napoar missile
naxxilian phaser
ortain rail gun
paratis missile
phaerax beam + bombard (point blank + suicidal)
quameno gravitic weapons
riktoh missile
securan torpedo
shakturi torpedo (racial) (point blank + suicidal) (implicit bombard)
shandar missile
sluken beam + bombard (point blank + suicidal)
tairoshan phaser
tarapin missile
teekan torpedo
ungari phaser
visareen missile
wekkarus beam (racial) (point blank)
xhuman gravitic weapons
yl'ta beam + bombard (point blank + suicidal)
yor phaser (racial)
zenox torpedo
ORIGINAL: Retreat1970
Mordachai it's good to see you. I hope I haven't overstepped my bounds.
All I'm doing is adding a icemania AI mod, but on steroids. So UEIII won't be for everyone, but if you want a challenge then it's for you. I'm almost done, but work is getting in the way of finishing. There are a few things you might want to know for UEI and II since I've been watching the AI for the past 3 weeks.
The AI doesn't upgrade fighter bays. It shows as an upgrade for players, but the AI never upgrades. I've found the repair rate isn't the indicator for an upgrade. I changed the fighter capacity to 4, 6, 8 and the racial to 6, 8, 10. It worked. Size may work also.
I was having a problem getting the AI to upgrade from ion engines to proton. Again no problem for player. I changed the size from 6, 7 to 7, 6 which worked. A straight size 6 for all engines may work as well.
The AI won't upgrade from gerax to phoenix. I assumed it was because of the energy usage which it was.
A few other things: I extended the dhayut drive line and the keskudon reactor line. Altered the haakonish fuel cell to be more competitive. Added 5 races (could've done more but I'm at 50 race shipsets). I know there's more but I don't remember. Oh, I changed all of the policy files, because some of the settings actually matter lol. Tech focus (AI builds more research stations in that focus). Capture settings were wrong etc...
I've enjoyed your mod, but I didn't know if you were ever coming back. I'll quit messing with it if you want.