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RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 10:33 am
by Hikikomori
You are so screwed. [:D]
Sounds like you are having a lot of fun. [:)]
I ran into a weird problem, i can build, on a tech 1 start with lemeresh (just to test a ship image) super lasers.
[&:]
RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 11:10 am
by Icemania
RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 11:15 am
by Icemania
AAR#13: Shakturi Home System Main Battle

RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 11:16 am
by Icemania
AAR#14: The Shakturi Homeworld is targeted

RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 11:18 am
by Icemania
AAR#15: Shakturi Homeworld Invasion Almost Complete and Victory!

RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 11:51 am
by Hikikomori
Thanks. Not a player race... [:(]
Ice, that looks like a relatively one sided conversation you had there. [:D]
RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 11:56 am
by Icemania
ORIGINAL: Hikikomori
Ice, that looks like a relatively one sided conversation you had there. [:D]
I really hope the Developer implements the wishlist request so that the Shakturi apply the new templates rather than their default templates (as per every other race). When that is implemented, I might lose entirely, rather than lose 3 ships (or 0 ships with the Vanilla AI).
RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 12:32 pm
by Blackstork
ORIGINAL: Hikikomori
Thanks. Not a player race... [:(]
Ice, that looks like a relatively one sided conversation you had there. [:D]
I planning to change that in beyond.
Will take that from Lameresh, but will give them fun character system to play with, so they will be just unique, player-playable race in "convenient" ways.
Also, their diplo soundtrack rocks.
I love them as well, and i didnt liked the idea to leave them as non-player race.
Heck i might do them in Alien Immersion and Beyond quite soon.
RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 12:38 pm
by Hikikomori
Looking forward to it, they seemed interesting.
RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 4:44 pm
by Tanaka
ORIGINAL: Hikikomori
You are so screwed. [:D]
Sounds like you are having a lot of fun. [:)]
I ran into a weird problem, i can build, on a tech 1 start with lemeresh (just to test a ship image) super lasers.
[&:]
Yep thats working as designed with the Lemeresh. Thanks to Icemania this is the most fun Ive ever had with this Distant Worlds! [&o]
RE: AI Improvement Mod (1.01 Release)
Posted: Mon Aug 25, 2014 6:35 pm
by Hikikomori
ORIGINAL: Tanaka
Yep thats working as designed with the Lemeresh. Thanks to Icemania this is the most fun Ive ever had with this Distant Worlds! [&o]
Your settings would be interesting.
RE: AI Improvement Mod (1.01 Release)
Posted: Tue Aug 26, 2014 1:22 am
by Tanaka
ORIGINAL: Hikikomori
ORIGINAL: Tanaka
Yep thats working as designed with the Lemeresh. Thanks to Icemania this is the most fun Ive ever had with this Distant Worlds! [&o]
Your settings would be interesting.
Here you go! I highly recommend these settings for a certain type of gameplay after lots of games looking for a sweet spot these are definitely the settings I enjoy most! Allows for slow growth mega epic games! This is my personal preference and may not be everyones cup of tea. Playing with a harsh homeworld is really one of the best things you can do to make a challenging game. But I also like the AI to be on the same playing field no cheats. And now with Icemania's mod and all of the DW updates the AI can finally handle these settings. Makes every battle, ship, character, resource, and cent gained mean something! You cant overwhelm the AI with these settings and they can't overwhelm you! Unless of course you find a super derelict ship or super government or use cheesy tactics such as using sneaky fast super shielded troop transports for planet gobbling instead of attacking and maintaining space superiority first before invading. No cash farming diplomacy. No using agents to steal a tech every year.
Also suggested by Icemania:
• No Homeworld Invasions are permitted until the 30 year mark and no use of sneaky fast troop transports
• Diplomacy may not be used to farm cash in any way (i.e. technology trading, selling stations/bases or sanctions/war)
• Intelligence Agents must remain on Counter Intelligence duties
• Recovered ships must be retired
• Debris field ships may not be recovered until they are within my territorial influence
• Ship and Base Design is on Automatic almost always
• Exploration ships must be on Automatic, no micro
• Research is on Automatic (although there is a trick if anyone can pick it)
• Cannot attack the Eruktah Refugees until they reveal themselves as the Shakturi

RE: AI Improvement Mod (1.01 Release)
Posted: Tue Aug 26, 2014 1:24 am
by Tanaka
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RE: AI Improvement Mod (1.01 Release)
Posted: Tue Aug 26, 2014 1:25 am
by Tanaka
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RE: AI Improvement Mod (1.01 Release)
Posted: Tue Aug 26, 2014 1:27 am
by Tanaka
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by Tanaka
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RE: AI Improvement Mod (1.01 Release)
Posted: Tue Aug 26, 2014 1:31 am
by Tanaka
Hi Icemania is government balancing a possibility yet for 1.02? Way of Ancients and Way of Darkness are super overpowered with no weaknesses. I understand they are supposed to spice things up but they are as game breaking as the super derelict ships. I was having a great game until the race that found way of ancients starting taking over the whole map! I also agree with changing the Lemeresh to not having a super weapon at game start!
RE: AI Improvement Mod (1.01 Release)
Posted: Tue Aug 26, 2014 2:36 am
by Blackstork
ORIGINAL: Tanaka
Hi Icemania is government balancing a possibility yet for 1.02? Way of Ancients and Way of Darkness are super overpowered with no weaknesses. I understand they are supposed to spice things up but they are as game breaking as the super derelict ships. I was having a great game until the race that found way of ancients starting taking over the whole map! I also agree with changing the Lemeresh to not having a super weapon at game start!
Good idea. I will do that in Beyond.
you also invited to play it, it have AI mod as well, and it could benefit from player experience and feedback.
RE: AI Improvement Mod (1.01 Release)
Posted: Tue Aug 26, 2014 3:45 am
by Hikikomori
Is designing yourself still such an advantage, with the new templates and all?
Can't let the AI do that, would take to much fun out of the game for me. Research would be sad to automate to, and no spies at all would render races that have bonuses there rather weak, e.g. paratis.
The rest seems reasonable, will give them a try, maybe i try hard to compensate for my microing.
What did you do with tech trading and events? No tech trading for the player, but left on for the AI?
RE: AI Improvement Mod (1.01 Release)
Posted: Tue Aug 26, 2014 4:02 am
by Blackstork
Ye, no spies seem quite odd for me too.. its part of the game, and ai does some job with it (steals, infiltrates) - and espionage empowers it.... turning it off is just stripping AI from certain power.
As player you can skip using spies for offence if you playing not spy race (if you are willing to have challenge)
Also Icemania templates are good and i agree that there no really alot of sense to design your templates, they wont improve things, at least no sence in "vanilla" extended setup.