Retreat1970
Posts: 948
Joined: 11/6/2013 From: Wisconsin Status: offline
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EnergyResearchProjectOrder ;123, 95, 105, 363, 166, 465, 477, 479, 115, 106, 167, 501, 120, 468, 124, 116, 107, 96, 74, 157, 133, 145, 89, 172, 158, 487, 108, 90, 75, 159, 134, 146, 121, 469, 488, 109, 91, 80, 173, 395, 130, 550, 117, 110, 103, 81, 396, 546, 101, 174, 122, 470 Above is an example of how far I had to script UE2 (soon to be 3). The AI by itself chooses research very poorly. I've watched hours of AI play, and cannot find a pattern to AI research paths. The only way to guarantee smart research is to script it, and scripting makes a hard AI (which most of us want). I just finished scripting 40+ races, and let me tell you, it gets old fast. UE scripts may be compatible with RU though, since UE integrated your research. On a side note, the AI doesn't upgrade fighter bays in UE (most likely RU too). The higher researched bay shows up on the component side of the builder window, but the AI doesn't upgrade. What I have found by experimentation, is that the AI doesn't recognize an increased repair rate as an upgrade. What I have changed is the number of fighters instead. Normal hanger bays go 4, 6, 8 fighters, and the racial bays go 6, 8, 10 fighters. This has fixed the AI upgrade path for me. This is a suggestion only.
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