[quote who="Lavo_2" reply="4221" id="3385243"] boshimi got it; the AI will basically no longer expand until it is able to colonize that particular planet, save if it has multiple expansion routes, which sometimes mitigates this. Even then, a high-tier uncolonizable planet has an undesirable impact on the AI's performance. This was observed many times in SoGE, where a category of planets was at tier 7, later tier 6, for the longest time until I dropped it to tier 4.[/quote]
boshimi336
... I thought it did back in vanilla?! [e digicons]o_O[/e]
[quote who="TobiWahn_Kenobi" reply="4218" id="3384940"]What do you mean by hampered? Will it give up and stall or will it just not colonise the planets?[/quote] I'm curious as to which specific examples Lavo_2 may be able to reference but in general what I've heard for many years is that the AI when faced with a planet it is unable to colonize (due to lack of research) or if it is too high in the tech tree (usually above tier 5) it simply stalls out dramatically
[quote who="Darvroth" reply="4212" id="3384637"]On a separate note I'd love to see volcanic changed to irradiated.[/quote] I completely agree on this (or at least one of the new DLC worlds), as there have been plenty of wars previously. Ultimately ... a question has to be answered on whether or not this will be a +DLC mod or whether the mod efforts will be split between the full set of tools or just some of them. <
Personally as a huge fan (and player) of WH40k 'Nids and also a huge fan of Starship Troopers 'Bugs ... I extremely like the direction you're going for with these guys. :-D
Very cool!!! Notes: Rotating Ship Sections & AI using Tactical Systems (anti-matter): Look into the B5 (Babylon 5) mod project and ask Darvoth and crew for some pointers as they have rotating ship sections figured out and have a work-around for the AI that allows it to use this without giving any cheats to the player. Large Maps: I VERY much quite enjoy this. I like playing on Normal or Slow settings and just letting the space epic tru
[quote who="Seleuceia" reply="16" id="3382969"] Ooooooooo....you know, you might be right on that......[/quote] Pro-Tip: In Halo2 when you join a lobby and are waiting for the game to start, usually there will be one or two players that are flaming / bashing / randomly picking on others either because they have or do not have a mic and their user name is or isn'
Logitech Classic Keyboard 200 here ... :-) I searched for and have tried numerous keyboards across a variety of price points but surprisingly, this one is the most enjoyable for me to type on. *shrugs* [e digicons]:D[/e]
[quote who="Seleuceia" reply="14" id="3382156"] I miss the good ole days where one could pop in Halo 3 and guarantee a grand conversation on Xbox Live...[/quote] Halo 2 was better ... was fun just joining to listen in sometimes. XD
On top of that, referenced numbers quite often contradict the actual mesh sizes of windows and such which themselves are not uniform amongst ships. There have been a few conversations about this (scaling ships correctly) and it just isn't possible. There are too many conflicting 'factual' numbers that have been published.
[quote]I wonder sometimes.[/quote]
[quote who="kona0197" reply="42" id="3379732"]Too many bad things could happen.[/quote] Heh, that hasn't stopped us before! [e digicons]:D[/e]
[quote who="Frogboy" reply="20" id="3379351"]Over time, more and more of what we think of as "ourselves" won't be contained in our "meat" or processed via our neocortex. [/quote]
Something to be considered is that in Vanilla Rebellion (with or without DLC) the AI seems to quit often (in various ways) on Easy and Normal. It is less likely on the higher difficulties though it can easily stall out, even on vanilla. You may not be doing anything wrong. [e digicons]:S[/e]
[quote who="Stant123" reply="174" id="3377873"] With 18 more months of development to go and those ships already looking deadly and sexy as hell... Oculus Rift here I come! (Once I'm happy with development progress on that device.) Now if only the Holodeck was a real thing, I'd end up dying of starvation because I'd never leave.[/quote] +1 Ditto!
Love the deadly secret. :-) Especially if your enemy pushes to colonize the planet ... and loses all the investments. ^_^
Cool stuff. :-)
[quote who="Ryat" reply="6" id="3373467"] That's also what is chasing the Vasari. The TEC/Advent/Vasari Empire. And they are doing so to make sure that they will exist.[/quote] [e digicons]8|[/e]
Wow ...
It just seems ... overwhelmingly cool. I don't have near enough time to dig into it the way I'd like but it certainly is intriguing. I just am surprised something as interesting as this exists at the scale it does. Very intriguing. [e digicons]B)[/e]
[e digicons]o_O[/e]
[quote who="gunpocket" reply="8336" id="3372586"] Quoting Ryat, reply 8333 Unknown if the update to 1.51 breaks the mod (AGAIN! ) just got home and getting ready for dinner. It's fine for me, using 1.51. Also question, everyone who spawns only has 1 frigate factory, intentional? [/quote] This is controlled by the GalaxyScenarioDef file I believe. It should just be a hold-over from the previous way the DS mod was setup.<
Good news to hear that it's here! I have a mini-mod for DS on my desktop I need to test out. :-)
[quote who="Ryat" reply="8322" id="3370771"] Nice to know there are some willing volunteers. Nacey is already begun working up for a 1.5 release so hopefully soon.[/quote] Ryat, I'm always around as well for a lot of the soft-modding things *such militia templates and stuff in the GalaxyScenarioDef file*. I've also got a few ideas for abilities if we ever want to attempt to tackle some of the strike craft spam balance issues (on top