Nosgoroth

Nosgoroth

Joined Member # 5216038
2 Posts 10 Replies 61 Reputation

well i explored many ways of solving this, and all that happened leaded to either AI not building anything, or minidump in time they should build port, either i didnt solved building more then 8 labs... seems there is too much hardcoded stuff to let us fix it :/ anyway in many mods like for example maelstrom, if u build up ur economy well, and u play on balanced map (that doesnt contain XXXXX legendary planets) you STILL make more credits then unfair AI, that have more planets then you do...

11 Replies 3,718 Views

[quote who="GoaFan77" reply="5" id="3328620"] Quoting Nosgoroth, reply 2Oh thanx for pointing me on, downloaded ur mod and trying to find out how its done, maybe you could point me into certain files or hint me up a little? checking entity files now, seems u made buff for it am i right? if possible could you hit me more what files are affected by this, so im able to integrate in my mod? ofc only if u allow me to do so , atm found in your mod alot of files that could be causing it

6 Replies 2,436 Views

[quote who="IskatuMesk" reply="6" id="3328518"] Both the roletype and stat count type effect the way the AI builds ships but, like I said, I have no idea how it works with buildings.[/quote] well when i changed roletype to space mine, result was that ai dont build tradeports anymore at all, even when buildmines was rapidly increased... the statcounttype is on mines set to "invalid" so i doubt this would help me anyhow :/ gonna test it with roletype on research lab

11 Replies 3,718 Views

owkay this is gonna be tough, tried alot different values, with spacemines its not working :/ i might try it with type of lab as u adviced... or typical def building... anyway if anyone has any hints their still rlly appreciated :)

11 Replies 3,718 Views

[quote who="IskatuMesk" reply="3" id="3328473"] Well, like I said, I haven't looked at buildings before. But it looks like they have similar structure to ships. planetModuleRoleType "WEAPONDEFENSE" This is what you'd want to be changing. However, I don't think you can give buildings multiple roletypes. You'd find something the AI builds often (e.g. research centers) and give the same roletype to the building you want them to build

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[quote who="IskatuMesk" reply="1" id="3328459"] Hardcoded. I have never checked, but if the buildings have roletypes you could possibly give the trade ports extra roletypes and the AI might build them more often. This is a tactic I employ with ships to diversify AI fleets. [/quote] damn well this seems to be higher level then i can handle :D could you maybe point/guide me a little more in this? ,btw thanx for answer

11 Replies 3,718 Views

My question is if its possible to change for example number of tradeports ai builds per planet, they have tendention to build more research buildings then required (above 8) and usually build tops 1 trade port per planet... in most mods there are planets that allow WAY MORE logistic slots then default game, but ai doesnt use them well... any idea if this is hardcoded or is it possible to anyhow make them build more ports / use planets better ??

11 Replies 3,718 Views

OK im just an idiot, all fixed, all works, thanx alot :) btw how does this works with refinerys with Advent... i mean their trade port swap? EDIT : Found even this, greatly solved ! thanx again for ur answer, everything works as it should now :)

6 Replies 2,436 Views

So srsly cant solve it up, moved in the two abilities, moved in 5 buffs, added ability to my tradeports, fixed manifest.entity and added strings (seems icon used is def one not a new...), anayway still game crashes when i build tradeport QQ help please! xD oh yea and i for sure increased the count in the files...

6 Replies 2,436 Views

[quote who="GoaFan77" reply="1" id="3328219"] to find a way how to make trade ports have diminishing effect... Already done for you mate. I dealt with this problem in my Enhanced 4X mod by causing each trade port you construct to give a negative trade income penalty to all trade at the current planet. That means for each trade port you build at a planet, each individual trade port produces less credits. Just building one or two trade p

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Hello guyz, im atm making a mod that rebalances / fixes performance in alot ways, tho i ran into a big problem... trying to balance overpowered trade ports, and cant find good way to do so... already tried to limit amount of ships per port / refinery, altho that doesnt affect it as i wish... problem is that many players SPAMS trade ports resulting in economy crash... no matter how are cargo ships limited btw before anyone tries to xplain, i know how trad

6 Replies 2,436 Views