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September 21st, 2004, 03:47 PM
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Join Date: Sep 2003
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Re: AI ineptness in Miner\'s Guild mod
I think the AI cannot do any kind of remote-mining whatsoever, but could be wrong on this count. Forcing the AI to build bases with components generating resources might help, while making most of its economy as vulnerable as remote-miners (without supplies, they cannot even attempt to run away).
You cannot use already existing Empires because the Miner's Guild mod add new traits (the Space Monster trait namely), which makes the other Empire files incomptabible with this mod. Devnull itself should have some Empire files, and should be comptabible with the Miner's Guild as they share the same advanced traits.
Satellites aren't really a gamey tactic in this case. They do not cost any maintenance, but have a very low output, and will deplete asteroid values faster if you are using the three sorts of remote-miners on each asteroid (as in, three satellites with minerals, radioactives and organics mining). Even in the stock game, remote-mining can be very effective with Light Cruisers, and becomes very powerful as ships get bigger. You more or less have to play a game with a lot of asteroid fields though, which means FQM or a similar mod.
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September 21st, 2004, 05:57 PM
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Shrapnel Fanatic
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Re: AI ineptness in Miner\'s Guild mod
The AI is not capable of handling remote mining at all.
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September 21st, 2004, 06:20 PM
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Re: AI ineptness in Miner\'s Guild mod
Quote:
Alneyan said:
I think the AI cannot do any kind of remote-mining whatsoever, but could be wrong on this count. Forcing the AI to build bases with components generating resources might help, while making most of its economy as vulnerable as remote-miners (without supplies, they cannot even attempt to run away).
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Sorry for quoting myself, but I feel I should clarify that part; I can hardly understand myself here.
What might be done to force the AI to use non-planetary resource generation would be to create AI-only components using the "resource generation from nowhere" abilities introduced by the 1.91 patch. You would give these components a AI tag to force the AI to use them on, say, bases. This way, the AI will still be able to generate resources without having to use planets to do so.
How to force the AI to build such specific ships is another matter. Another more drastic possibility would be to give this kind of ability to *all* AI ships, but you would get an exponential growth, which might be a problem for the human player.
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September 21st, 2004, 07:21 PM
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Shrapnel Fanatic
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Re: AI ineptness in Miner\'s Guild mod
Quote:
Alneyan said:
Another more drastic possibility would be to give this kind of ability to *all* AI ships, but you would get an exponential growth, which might be a problem for the human player.
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That is more or less how the Space Monsters of Devnull work, though they do it via negative maintenance rates on their ships/bases. I do not see a problem? 
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September 21st, 2004, 08:01 PM
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National Security Advisor
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Re: AI ineptness in Miner\'s Guild mod
Quote:
Imperator Fyron said:
Quote:
Alneyan said:
Another more drastic possibility would be to give this kind of ability to *all* AI ships, but you would get an exponential growth, which might be a problem for the human player.
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That is more or less how the Space Monsters of Devnull work, though they do it via negative maintenance rates on their ships/bases. I do not see a problem?
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SE4 tends to choke when you get too many ships. 
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 21st, 2004, 08:02 PM
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Shrapnel Fanatic
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Re: AI ineptness in Miner\'s Guild mod
Quote:
Phoenix-D said:
SE4 tends to choke when you get too many ships.
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You will either have beaten the monsters back or have been crushed by them before that point occurs. 
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September 22nd, 2004, 09:00 AM
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Join Date: May 2002
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Re: AI ineptness in Miner\'s Guild mod
About my Miner's Guild Mod,.. Yes the AI sucks, and is forced to make due with the dismal resources on the planets, but I suck even worse, I still haven't beat the AI even in the MG mod. (Yes! I'm that bad.) Ultimately it is best palyed against other humans (but that is true of all mods.)
Cheers! 
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