AI Improvement Mod (1.05 Extended Release)

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Moderators: Icemania, elliotg

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MatBailie
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RE: Tech Pre-Requisites

Post by MatBailie »

ORIGINAL: Sabranan

Looking at it it does seem odd that you could research Advanced Colonization without having researched Colonization at the very least!

Leaving that aside though, I would think to do what you want you'd have to remove Enhanced Scanners as a parent of Stealth, then make an intermediary tech with Far Sight Discovery and Enhanced Scanners as non-obligatory parents. Then just make said intermediary tech an obligatory parent of Stealth. That does mean either having a project that has a parent on the same tech level (which looks a bit weird), or increasing the tech level for each tech after Stealth to make room. That would of course change research costs for Stealth and the 7 following techs you'd have to shift over, but you could correct for that with the Base Cost Multiplier.

Yeah, I thought about introducing an additional node where all of the parents are optional, and then make that a mandatory parent of Stealth. But it would have to cost 0 to not impact the other races. And not make any of the other techs change in cost. Even then, it would be, umm, less than elegant?

Maybe I'll play with cost modifiers tomorrow and see if I get any bright ideas.
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rmse17
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RE: Tech Pre-Requisites

Post by rmse17 »

Hello, I just installed the 1.05 extended AI mod, started a new custom game in pre-warp time. I payed protection money to the initial pirate contact, just to have that ship come back a few days later and destroy my ship yard and all 3 research bases. Is this a bug with the mod? I thought paying protection to a pirate faction means they protect me and not attack me, at least that's how it was in vanilla universe. What should I do??

Thanks!!
OrnluWolfjarl
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RE: Tech Pre-Requisites

Post by OrnluWolfjarl »

I've never seen that happen. You either experienced a rare glitch, or there were 2 pirates and you only payed one of them.
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Shogouki
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RE: AI Improvement Mod (1.05 Extended Release)

Post by Shogouki »

Hey Ice, what bonuses does the AI get on the last two difficulty settings?
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Retreat1970
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RE: AI Improvement Mod (1.05 Extended Release)

Post by Retreat1970 »

Unknown. Isn't mod able. Maybe Bacon could.
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Shogouki
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RE: AI Improvement Mod (1.05 Extended Release)

Post by Shogouki »

Err what?
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Hattori Hanzo
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RE: AI Improvement Mod (1.05 Extended Release)

Post by Hattori Hanzo »

ORIGINAL: Shogouki

Err what?
it means that "Difficulty Settings" are not a moddable thing.

maybe only Roger Bacon (with its Bacon mod) can do something to modify that settings.
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Shogouki
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RE: AI Improvement Mod (1.05 Extended Release)

Post by Shogouki »

Huh, I could've sworn I had seen Ice mention what exactly they did a long time ago. Ahh well, thank you.
RogerBacon
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RE: AI Improvement Mod (1.05 Extended Release)

Post by RogerBacon »

ORIGINAL: Shogouki

Huh, I could've sworn I had seen Ice mention what exactly they did a long time ago. Ahh well, thank you.

I posted it here long, long ago.
tm.asp?m=4148121&mpage=1&key=&#4163266

Here is the contents.
ORIGINAL: RogerBacon

The factors for difficulty levels are ( 0.7, 1.0, 1.25, 1.6, 2.0) from easiest to hardest.

The player's war weariness, and corruption are multiplied by the difficulty factor.

The player's research rate, mining rate, population growth rate, targeting factor, countermeasure factor, colonyship build speed, and colony income factor are divided by the factor.
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Shogouki
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RE: AI Improvement Mod (1.05 Extended Release)

Post by Shogouki »

Ahh my apologies, for some reason I thought that it was Ice that posted that. Thanks very much for the info!
Siddham
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RE: Tech Pre-Requisites

Post by Siddham »

Hello
Can the astradeus-graphics-mod-Characters-v1 which adds human character images be safely added to this mod?
If so are there any special procedures I need to follow?
Thanks
SteamSlither
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RE: Possible AI Improvement Mod

Post by SteamSlither »

1.05 AI Improvement mod De-Extended (Works for VANILLA)

105 changes added to 1.04, just no Extended races.

I like this mod and was using it for MORE VISIBLE TROOPs Icon mod v1.0
When I did V2.0 I realized it would be way to much work at this time to add the extra 20 races so I migrated 1.05 changes to 1.04 and removed the extra races.
All credit goes to the original modder since all I did was strip and test.


!!attachment below!!!
AI Improvement mod 1.05 D-EXTENDED

Attachments
AI Improve..Extended.zip
(8.42 MiB) Downloaded 106 times
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Hattori Hanzo
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RE: Possible AI Improvement Mod

Post by Hattori Hanzo »

ORIGINAL: SteamSlither

1.05 AI Improvement mod De-Extended

105 changes added to 1.04, just no Extended races.

I like this mod and was using it for MORE VISIBLE TROOPs Icon mod v1.0
When I did V2.0 I realized it would be way to much work at this time to add the extra 20 races so I migrated 1.05 changes to 1.04 and removed the extra races.
All credit goes to the original modder since all I did was strip and test.

I'd post it here but am getting postal 7 day restrictions everytime I attempt to upload

replace the dot and space on either side with "." (without quotes)to get the file.

If an official 1.05 non-extended AI improvement is released I can remove this one
thanks

w w w dot mediafire dot com/file/mwwlsm2dwy8o19a/AI_Improvement_Mod_1.05DE-Extended.zip/file

UPDATE
!!attachment below!!!
AI Improvement mod 1.05 D-EXTENDED


sincerely... I have not understand what you have do to this mod.. [&:]


can you please better explain ?
SteamSlither
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RE: Possible AI Improvement Mod

Post by SteamSlither »

ORIGINAL: Hattori Hanzo


sincerely... I have not understand what you have do to this mod.. [&:]


can you please better explain ?



Updated AI improvement mod 1.04 by adding in 1.05 changes except there is no 20 extra races of Extended.







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Hattori Hanzo
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RE: Possible AI Improvement Mod

Post by Hattori Hanzo »

ORIGINAL: SteamSlither

ORIGINAL: Hattori Hanzo


sincerely... I have not understand what you have do to this mod.. [&:]


can you please better explain ?
Updated AI improvement mod 1.04 by adding in 1.05 changes except there is no 20 extra races of Extended.

1) which changes do you have added ?
2) why do you have eliminated the 20 extra races ?
SteamSlither
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RE: Possible AI Improvement Mod

Post by SteamSlither »

ORIGINAL: Hattori Hanzo


1) which changes do you have added ?
2) why do you have eliminated the 20 extra races ?

1) updated VANILLA AI Improvement Mod 1.04 to VANILLA AI Improvement Mod 1.05 (I call it D-extended 1.05 but maybe its confusing)

2) to get the extra races use EXTENDED 1.05 RELEASE (Available in the first post of this thread)


Cruis.In
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RE: Possible AI Improvement Mod

Post by Cruis.In »

is this compatible with star trek picard era? tghanks.
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Unforeseen
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RE: Possible AI Improvement Mod

Post by Unforeseen »

I've been using this with bacon recently and an idea emerged. Since having troop transports at 20% would drastically reduce the number of military ships the AI has (by 12%) what if instead I set it to 0%, reduced the component size of troop pods and added an equivalent number to every ship instead of just cruisers and capitals? Same effect right?
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Retreat1970
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RE: Possible AI Improvement Mod

Post by Retreat1970 »

I suppose. You'll also be giving yourself the same advantage so it looks like a wash. Unless you, for example, give all AI's access to the Ortain compacted troop transport (modified to your liking), and you don't use it.

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Galaxy227
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RE: AI Improvement Mod (1.05 Extended Release)

Post by Galaxy227 »

Reading through this thread has me praying DW2's AI will be at least somewhat competent. Given there aren't too many fundamental changes to gameplay in the upcoming sequel, I'm hoping Erik & Elliot are able to carry over the many lessons learned from Universe, applying their newfound knowledge to DW2. A healthy portion of development time being dedicated to fleshing out the kinks in DW2's AI department would do wonders for the success (and enjoyability!) of the game.

All the while, I don't know how much longer I can handle living without Distant Worlds 2. Breathe in. Breathe out.
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