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RE: Tech Pre-Requisites

 
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RE: Tech Pre-Requisites - 6/13/2017 11:44:00 PM   
MatBailie


Posts: 122
Joined: 11/9/2014
Status: offline

quote:

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.

(in reply to Sabranan)
Post #: 961
RE: Tech Pre-Requisites - 9/4/2017 7:27:18 PM   
rmse17

 

Posts: 14
Joined: 12/14/2014
Status: offline
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!!

(in reply to MatBailie)
Post #: 962
RE: Tech Pre-Requisites - 10/23/2017 3:44:14 AM   
OrnluWolfjarl

 

Posts: 38
Joined: 10/20/2017
Status: offline
I've never seen that happen. You either experienced a rare glitch, or there were 2 pirates and you only payed one of them.

(in reply to rmse17)
Post #: 963
RE: AI Improvement Mod (1.05 Extended Release) - 1/31/2018 10:16:00 PM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
Hey Ice, what bonuses does the AI get on the last two difficulty settings?

(in reply to Icemania)
Post #: 964
RE: AI Improvement Mod (1.05 Extended Release) - 1/31/2018 10:49:57 PM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
Unknown. Isn't mod able. Maybe Bacon could.

(in reply to Shogouki)
Post #: 965
RE: AI Improvement Mod (1.05 Extended Release) - 2/1/2018 4:12:55 AM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
Err what?

(in reply to Retreat1970)
Post #: 966
RE: AI Improvement Mod (1.05 Extended Release) - 2/1/2018 2:19:38 PM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline

quote:

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.

(in reply to Shogouki)
Post #: 967
RE: AI Improvement Mod (1.05 Extended Release) - 2/1/2018 9:41:38 PM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
Huh, I could've sworn I had seen Ice mention what exactly they did a long time ago. Ahh well, thank you.

(in reply to Hattori Hanzo)
Post #: 968
RE: AI Improvement Mod (1.05 Extended Release) - 2/2/2018 9:27:27 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

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.
http://www.matrixgames.com/forums/tm.asp?m=4148121&mpage=1&key=�

Here is the contents.

quote:

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.

(in reply to Shogouki)
Post #: 969
RE: AI Improvement Mod (1.05 Extended Release) - 2/2/2018 11:37:40 PM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
Ahh my apologies, for some reason I thought that it was Ice that posted that. Thanks very much for the info!

(in reply to RogerBacon)
Post #: 970
RE: Tech Pre-Requisites - 9/22/2018 5:33:15 PM   
Siddham

 

Posts: 159
Joined: 3/18/2012
Status: offline
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

(in reply to MatBailie)
Post #: 971
RE: Possible AI Improvement Mod - 3/8/2019 10:11:05 PM   
SteamSlither

 

Posts: 20
Joined: 2/28/2019
Status: offline
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



Attachment (1)

< Message edited by SteamSlither -- 3/13/2019 10:43:18 PM >

(in reply to DeadlyShoe)
Post #: 972
RE: Possible AI Improvement Mod - 3/9/2019 2:58:27 AM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline

quote:

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 ?

(in reply to SteamSlither)
Post #: 973
RE: Possible AI Improvement Mod - 3/10/2019 2:56:35 AM   
SteamSlither

 

Posts: 20
Joined: 2/28/2019
Status: offline

quote:

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.








(in reply to Hattori Hanzo)
Post #: 974
RE: Possible AI Improvement Mod - 3/10/2019 3:38:02 AM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline

quote:

ORIGINAL: SteamSlither


quote:

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 ?

(in reply to SteamSlither)
Post #: 975
RE: Possible AI Improvement Mod - 3/11/2019 3:51:10 AM   
SteamSlither

 

Posts: 20
Joined: 2/28/2019
Status: offline

quote:

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)



(in reply to Hattori Hanzo)
Post #: 976
RE: Possible AI Improvement Mod - 7/27/2019 9:41:06 PM   
Cruis.In

 

Posts: 202
Joined: 11/10/2012
Status: offline
is this compatible with star trek picard era? tghanks.

(in reply to SteamSlither)
Post #: 977
RE: Possible AI Improvement Mod - 10/24/2020 6:16:24 PM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
Status: offline
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?

_____________________________


(in reply to Cauldyth)
Post #: 978
RE: Possible AI Improvement Mod - 10/24/2020 6:41:15 PM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
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.


(in reply to Unforeseen)
Post #: 979
RE: AI Improvement Mod (1.05 Extended Release) - 3/14/2021 5:21:53 AM   
Galaxy227


Posts: 142
Joined: 12/1/2020
Status: offline
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.

(in reply to Icemania)
Post #: 980
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