RE: AI Improvement Mod (1.04 Release)
Posted: Sun May 24, 2015 2:32 pm
You can see this while you want to save see above in the Explorer Window.
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: QuestGAV
Sorry, I should've been more specific. I know what directory the autosaves are going to. Games that I manually save are either in a different directory or they're not saving (and not giving an error message) for whatever reason.
This is the directory that the autosaves & vanilla manual saves go to:
C:/Users/Username/My Documents/My Games/Distant Worlds Universe/Saved Games
I don't think it's an install problem as the mod works correctly. Has anyone encountered a similar problem?
Since there has been no feedback of any problems I've updated the OP with the 1.05 Extended Release. I haven't had a chance to do the same with Vanilla and since almost everybody downloads the Extended Version anyway I'll probably just focus on the Extended version for any future changes.ORIGINAL: Icemania
Extended AI Improvement Mod 1.05 Beta Changelog
1. Patch 1.9.5.10 introduced the ability to flee at 50% Armour or 20% Shields. Aggressive races with Short Range Weapons which were previously set to Never Flee now use the new setting.
2. Shifted Caleph Special Weapons Research Technology in the Tech Tree to match other races Special Weapons, otherwise the Caleph get to high tier weapons too early.
3. Shuffled Colonisation tree design based on feedback on the relative benefits and costs of each tier.
4. The AI now builds Planetary Shields at 1B population rather than 5B and Massive Shield Projection is researched much earlier. To ensure this change does not effect AI cashflow the maintenance cost of Planetary Shields has been reduced.
5. Zenox Shield Technology is nw an optional pre-requistite for Massive Shield Projection (so the Zenox don't need to research weak shields just to get pre-requisites for Planetary Shields).
6. Added Banoserit Special Technology for Long Range Scanners to their research build order.
7. Fix made to Kiadian Research Order which sometimes meant they would not research their Special Technology.
https://www.dropbox.com/s/ls3pzrr874nun ... 5.zip?dl=0
For those interested please give it a run and let me know how it goes. It's just uploading to Dropbox now, should be 30 minutes away.
Glad to hear that Bingeling! Suggestions to continuously improve the Mod are always welcome.ORIGINAL: Bingeling
I am just trying my first game with extreme difficulty and the latest of this mod. Normal home system and expensive research.
Allowing the AI to run the first 20 years of pre-warp may not have been the best idea ever.
Oh, and the pirate spaceport I busted hurt quite a bit more than previously observed. At least it cured my cashflow problems while going down.
I think I just gave up on this game, it hurt too much, and was too much like work. Some thoughts that are from a single game that never expanded from the starting system, but I added two colonies there that never got far enough to be profitable. And I am quite rusty in playing the game in general, in addition to not being a "power gamer".ORIGINAL: Icemania
Glad to hear that Bingeling! Suggestions to continuously improve the Mod are always welcome.ORIGINAL: Bingeling
I am just trying my first game with extreme difficulty and the latest of this mod. Normal home system and expensive research.
Allowing the AI to run the first 20 years of pre-warp may not have been the best idea ever.
Oh, and the pirate spaceport I busted hurt quite a bit more than previously observed. At least it cured my cashflow problems while going down.
You might be right. What I had asked for a while back was a 50% armor setting which would be really cool for aggressive races. When you enter it in the design templates the text is just "Armor50" but the patch notes mentioned "or 20% shields". Since I'm playing other games at the moment I'm not really sure but I'm very interested in what you actually observe in-game ... ?ORIGINAL: Lyoncet
I'm probably just misunderstanding this, but it seems to me like changing some point-blank ships to retreat at "armor 50% or shields 20%" would make them run away SOONER than just "20% shields" rather than later like you seem to want. I'm assuming you set that as a medium between never running and running at 20% shields, but since hitting 20% shields still triggers the run behavior, it seems like it would have the opposite effect of what you're going for.
Nice write up Bingeling and very much agree with your suggestion above. Different percentages for other milestones would be great as well. For example after the explorers finish exploring they just sit around consuming maintenance costs but unfortunately there is nothing I can do to change that without gimping AI exploration.ORIGINAL: Bingeling
The game really needs a split in "before/after gerax" when it comes to construction percentages. 20+ exploration ships trying to bubble and explore nearby systems (where they can reach a lot, but run out of fuel) with a single fuel source that they can't defend because they use all the maintenance on exploration ships and troop transports.
I think it'd be cool to be able to set it for specific tech levels for the aforementioned reasons. On top of that it would be cool if instead of the regular "explore system" option, if you could set your exploration ships to have a go at specifically just stars, or stars + ruins. Automated exploration would be far more efficient for outlying planets you don't plan to build at for a while.ORIGINAL: Icemania
Different percentages for other milestones would be great as well.