Purpose of the mod:
This mod addresses widespread errors in the TotA TechTree.xml files. These errors pretty much broke many of the unique TechTrees, causing the AI to pursue a deeply flawed research strategy and outright preventing the research of many techs. Part of the fix included rearranging a number of the TechTrees to fix the seemingly random arrangement of some techs and reduce the number of branches for the AI to get sidetracked on. Along the way, I ended up fixing many UP issues, planetary improvements, starbase modules, and did some general improvement and balancing on individual techs.
This mod is a direct result of MarvinKosh's Space Weapons Fix Mod, which provided the inspiration. A lot of my development commentary and good input from other modders working on their own fixes is in that topic. Thanks MarvinKosh, Quaternus, deweyjohn, TOV, foxthree, qrtxian and all others for input and support.
05-10-13: v3.51 release
Update to fix some errors in v3.5.
04-28-13: v3.5 release
Here it is, the more or less finished product after all this time. It's been about a year since I put this project down, so I'm a bit fuzzy on what exactly I did before coming back to finish it up. I'm pretty sure I've got the major things nailed down, though. Let's see:
TechTree Fix v3.51 with Dumb Old Minors: I did nothing to the minor races here. If you want the same dumb minors you've always known and loved, this is the mod for you.
TechTree Fix v3.51 with Smart Old Minors: Same old minors that still won't colonize, but I added code to make them play to the best of the AI's ability. I gave them respectable descriptions, modest bonuses, and changed out the silly race images to reflect their upgrade. Since they can't colonize, they'll send out a bunch of freighters and actually send constructors to grab up a lot of the resources while the majors are still colonizing. They still get slaughtered when it comes down to it, but I've had fun watching them. It's also interesting to see the majors make a ton of regular starbases since there are fewer resources to grab.
TechTree Fix v3.51 with MoOII Minors: The MoOII minors in this mod will colonize and behave pretty much like weak majors. Much larger than the other mods due to the RaceImage and RaceLogo files. If you try this mod, remember to use the "quick save fix". That is, the minors won't start behaving like majors until you save and reload. So, start your game, quicksave, reload, and enjoy.
TechTree Fix v3.51 with MoOII and Smart Old Minors: Why not? If you want a little variety, I packaged up both versions of the minors in one mod. Your minors could be one, the other, or a mix of both. Still be sure to use the quick-save fix, or your MoOII minors won't play nice. I haven't tested this arrangement, but I can't see why it won't work. (famous last words.)
03-04-12: v3.0 Release
v3.0 continues the work, this time focusing on starbase modules and planetary improvements, particularly Galactic Achievements, Super Projects, and Trade Goods. Also included is a wonderful conversation mod, kindly contributed by qrtxian. His mod fixes the errors in the GC2_Conversations.xml, so now you can enjoy all the unique dialogue as intended.
Highlights
I think that's most of it. Without further ado, here it is:
TechTree Fix v3.0 with Dumb Old Minors: I did nothing to the minor races here. If you want the same dumb minors you've always known and loved, this is the mod for you.
TechTree Fix v3.0 with Smart Old Minors: Same old minors that still won't colonize, but I added code to make them play to the best of the AI's ability. I gave them respectable descriptions, modest bonuses, and changed out the silly race images to reflect their upgrade. Since they can't colonize, they'll send out a bunch of freighters and actually send constructors to grab up a lot of the resources while the majors are still colonizing. They still get slaughtered when it comes down to it, but I've had fun watching them. It's also interesting to see the majors make a ton of regular starbases since there are fewer resources to grab.
TechTree Fix v3.0 with MoOII Minors: The MoOII minors in this mod will colonize and behave pretty much like weak majors. Much larger than the other mods due to the RaceImage and RaceLogo files. If you try this mod, remember to use the "quick save fix". That is, the minors won't start behaving like majors until you save and reload. So, start your game, quicksave, reload, and enjoy.
TechTree Fix v3.0 with MoOII and Smart Old Minors: Why not? If you want a little variety, I packaged up both versions of the minors in one mod. Your minors could be one, the other, or a mix of both. Still be sure to use the quick-save fix, or your MoOII minors won't play nice. I haven't tested this arrangement, but I can't see why it won't work. (famous last words.)
Update 01-07-12: v2 Release
After nearly a year, here it finally is. Details can be found in this post.
v1.1 Notes:
The Yor are #1 in my current 2.0 game.The Krynn/Torians are sharing last place. I'm tied for first place and the humans are nipping at my heels. Dregen are kinda bleh. The moo2 minors in my game each have a few colonies but are not dominate at all. I've noticed several races have tons of money they arnt putting to good use. It lets them buy my tech without going broke though heh. I've noticed the moral and economy bonus on some of the evil building are much higher than similar races buildings - in fact I've stopped building my own races equivalent and now most of my buildings are evil ones. Will the AI make use of this concept? I noticed the governors arnt auto-updating my buildings to these better but evil race buildings.
Thanks for the feedback. For upgrading structures, the xml files specify which particular structure is replaced by each new structure. For example, Stock Markets specifically upgrade Xeno Banks and nothing else. So even if, say, the Drengin manage to get Stock Markets, they will not upgrade their crappy old Black Markets. That was a big problem that I fixed in v1. The Drengin and Korath both start with Black Markets and Slaveling Imagination Labs. However, the Drengin had traditional economic techs and the Korath had traditional research techs. Both ended up stuck with one of those bottom level structures that they could never upgrade. That was fixed by giving Korath economic techs and structures to the Drengin, and Drengin research techs and structures to the Korath.
I have noticed that the Torians are consistently weak while the Yor and Korath are out of control. Like I said, I need to go back and start with an even field so I can compare the tech trees against each other.
why bother with the Korath when we cant get them to use their sporeship?
Tol,
I've been working on my own little fix mod and I thought I'd share a trick I discovered. If you set soil enhancement and its followups to AI1 the AI places it last in an existing build queue. In other words, exactly how it works for us players. This helps them build up their planets a little better.
Also AIP8 doesn't really hate Category Biology it hates ID Biology but it really can't stand the combination. If you want AIP8 to research, say, exteme colonisation with a AIV of 55 set it to ID Culture or Industry and viola! Also I'm finding that to get the AI to research something Pure Research usually does the trick regardless of ID and usually with sub 20 AIV.
Regards,
Alt.
. . .Regards,Alt.
Good catch on the improvement AI. That's another whole category of things that could use some sorting out. I mean, the AIs do just fine for the basic stuff, but I've noticed that the Drengin and I think the Korath and Yor scarcely pursue any Galactic Achievements or Trade Goods. The Drengin in particular I've noticed don't ever build them. I'm figuring it must have something to do with the AI values of their unique structures vs the AI of the GAs and TGs. I'm not really sure exactly how the AI value affects improvement building. Sounds like a lot of work, though. I think I'll release v2.1 then worry about it.
Well here's what I've noticed. The AI will build SP and GAs even if their AIV is relatively low. It seems to use these values to place them in the queue rather than deciding if it should be build or not. I'm also positive the AI checks what a building gives it and given the choice will build a building with a higher AI.
Consider this. The Thalan technology adaptation buildings all have an AIV of 5 while the basic lab is around 12. Still the Thalans build a lot TechAdaps UNLESS they trade for say Xeno Labs. Then they'll build labs not TechAdaps. Both give research but Xeno Labs win in the AIV department. Could be the costs, etc, come into play I'm not sure.
1pp buildings are considered normal and are queued or simply ignored depending on their AI value. If you want to get the AI to build these you need to give them a high value.
Also, I've been thinking about the Biosphere Modulator vs Weather Control Zeniths paradox. Why does the BM have a AIV0 while the WCZ has a value of 155? A Mistake? Possibly but I don't think so. Here the thing. If you give the BM a value of 155 the AI will queue one on every planet when it becomes available. Sounds great except that the Altarians can get it really early in the game (they get Xeno Myst so they jump on Precursor History and viola!). It is an expensive building and takes 15 to 20 weeks to complete on an undeveloped world. Not exactly the type of building you want to clog up your AIs build queues. The WCZ is available much later in the game because Xeno Geology is Research/5. That's AI speak for Ignore Me Until Bored Of Weapons And Everything Else. But it effectively prevents the AI from getting it to early. By the time they do I'll do little damage on their build priorities.
I just noticed something peculiar. The Torian research structure Universities has an AIV of 0 but the AI does build it. I thought this was a bug but apparently the AI doesn't care and builds it anyway. My guess it the the AIV of universities is simply there to force them be queued below everything else.
Interesting notes, Mabus. I did very little fiddling with the AI values for structures, but one thing I did was to boost the Weather Control Zenith AI value to 155 (I think. I don't have my notes). Wait, I have an idea. *goes and downloads v2 to look at his notes*
Okay, nevermind. It seems the WCZ started at 155. What I did was change the Biosphere Modulator from 0 to 155 so the Altarians would build it on every world all the time, especially on fully developed worlds immediately after doing Soil Enhancement/Habitat Improvement/Terraforming. I think they didn't make full use of it before I changed the AI. With my mod, they usually don't research divergent evolution until they are far enough along to deal with the burden of building all the Modulators. What I did for the Arceans was to reduce the cost of the WCZ by 25% so they didn't get slammed as hard when it came time to build them all. It's just too brutal to have all your planets spending 30-40 weeks building the same thing while everyone else keeps developing.
I'm glad you're working on this, too. Please keep letting me know what you find. I'd love to see how planetary development can be influenced and see if maybe the AI can be guided toward more efficient development strategies.
Should've done this years ago.
I thought about reducing the costs of the WCZ and TBM to a token cost of 10 but that would give a player an unfair advantage in my opinion.
BTW do you still test by taking over a minor? I've tried this and I agree it is the best way to check how the AIs act in a full game setting but for studying AI research I may have found a quicker method.
Try this:
Be sure to run the game in Window Mode so it's easy to close when the game does crash. Which it BTW never actually does! It spazzes out but it always recovers, usually with one AI having one the game. When that happens you can reload the EndGameSave and check out the event log to see exactly how they researched all their tech. But I digress.
Set up a small galaxy with everything set to common and stars set to abundant. Scattered clusters. No minors, no random events, no techtrading, Normal tech progression. Eliminate all distractions. Pick the AI you want to test and give it one opponent. Start the game and go to the option screen and disable all notifications (if you haven't already) and disable autosave. Hit CTRL-Z then CTRL-N. The game will restart but this time the AI will get the first move and pick its own tech to research! Now zoom in fully and open the techtree screen. What you'll see is the AI filling out it's techtree giving you a God perspective on how they do it. And it'll be fast. Like REALLY fast. The first game years will fly by in a matter of minutes. You can even hit CTRL-S at any time to save.
The game will spazz out at some point but it won't stop updating the tech tree but it will slow down but this usually doesn't happen until 3-5 years into the game so it covers the brunt of an AIs research.
Another trick would be to set up a major as a minor and play out a game. For some strange reason a minors research accomplishments are stored in Debug.err.
Alternatively you can pick a different race and pick the race you want to test as an opponent. When the game starts destroy the initial colony and colony ship and take over the other race CTRL-Z/Turn and let it auto run for a bit. Save, reload and check the event-log. This will now only contain completed research projects. Be careful not to hit turn as this will mean an instant win if autoplay is disabled.
This is how I test, I hope you'll find it useful.
Edit: Spelling
As a small note, I fixed the Torian Hull techs. It was unintentional for them to be rooted in the Logistics techs.
Brief update: it looks like v2.1 is ready to go. Just one more playtest to make sure things are running smoothly. Terror Stars are still in and all fleet modules have been returned. I forgot some lessons that I learned while fixing the TechTrees - namely that there are ways to ensure the AI doesn't research certain techs, but without changing anything from the player's perspective.
Any other thoughts or opinions? I see that I have 45 downloads with colonizing minors and 41 downloads without. That's awesome, but there's not a lot of feedback. I changed quite a bit, so maybe there hasn't been enough time yet, but I can't help but wonder if people just don't like the direction I went. I'm open to suggestions. Actually, after v2.1 I'm going to break down and play my mod for the first time. During that time, I'd be happy to take requests if there's anything you'd like to see.
Well, I notice that to some extent you've gone beyond just fixing the bugs of stock TOA, and are now modding the game to your states (e.g. colonizing minors). There's always the possibility that that's deterring people.
In my first game i played with darth and i noticed that my weapon research costs were 6578 TP for tier 1, 21922 for tier 2, 43852 for tier 3 and 65804 for tier 4(best for the neutral lvl 1) but my defence research costs were only 1095, 3646, 7305, 10966 and i ended up with only basic weapons(tier 1 lvl 5) and best defence i could have. Could you raise defence research cost to match weapon or at least make difference smaller? I had set the research level to VERY SLOW RESEARCH.
PS sorry about my poor english
True, but that's why feedback is nice. It's a bit surprising that the colonizing minors are such a big deal, given that I also release the mod without them. Matter of fact, now that I've been testing with smart, non-colonizing minors, I think I prefer it that way. My first game will definitely use them.
v2.1 will have at least three versions - dumb minors, smart minors, and colonizing minors. Hopefully that's not too confusing.
That's a good point, Agorwal88. To my recall, I transferred the weapons and defense costs directly from the old TechTree, to keep things similar. Those numbers are way too far off, though, given the increased effectiveness of defenses. I'll make some changes before releasing v2.1
This is exactly the kind of input I was looking for. Thank you.
An observation from my latest playtest: Under certain conditions, AIPersonality 7 looks to be very competitive. That's the Korath, Drengin, and Yor default.
Inspired by enoeraew37's complaint about the Korath, and qrtxian's latest AAR, I decided to test the Korath and Drengin using tight star clusters, abundant stars, and abundant habitables. Under those conditions, they can colonize enough planets and proceed to go on a rampage. Out of 9 majors, they are the leading militaries. However, they are quite aggressive and engaged in numerous wars. They've both picked on the Altarians, which brought the Iconians and Torians in against them. It's the axis of good versus the evil empire, with the neutral races taking advantage of it. One of the eight smart-minors has been conquered, but the others are proving to be thorns in the sides of the majors, who are too busy with each other to finish them off.
The major downside is that the Korath haven't researched either Spore Weapons or Planetary Invasion yet. Since I haven't been using Super Annihilator, I haven't optimized it. I think I'm going to give them Spore Weapons and see what they do with them. It's well past the point that they should be invading planets. Their delay in researching invasion techs is probably the only reason the Torians have any empire to speak of at the moment.
It says I'm new, but really I just forgot my old account info; I got GalCiv II ages ago.
After reading the whole Weapons Fix thread, taking note of how you four or so went about a systematic analysis, then reading all of this, and downloading it, I am impressed with how effective the AIs are. I usually don't play very seriously and keep them pretty dumb, but even on "Normal" intelligence where they seem sorta dim-witted, they are scary. The already noted (ages ago) fact that they actually bother with trade now was very satisfying, and with everyone on AI 11, the scheming is really creepy. The Terrans convinced everyone to go to war so no one was left to defend the Arcean; had they conquered them, they would have had me surrounded on three sides with their other borders on the edge of the map. Sneaky buggers.
I did find that they were fairly proactive with acquiring starbases. Many did not get far enough to research meaningful weapons; I was playing on a medium map with I think normal difficulty and planets were a little short, but I should mention the Drath had INSANE weapons by the time I foolishly declared war on them to stave off an impending Influence Victory, and they only had two or three planets. Most everyone else had a pretty lame military.
While I sorta agree that the trade bonuses should be higher, a whole order of magnitude is far too much. My coffers were insatiable and every race had trade routes with everyone and their treasuries were ridiculously stuffed. I'm just going to throw a number out on gut instinct, so 3 times the vanilla rates is as far as I would go. But I wasn't playing with truly intelligent AI's.
Also, about removing the starbase module fees: while it may make the AI's bother with upgrading better, it alters the tradeoff of the modules. That is, I can upgrade all three categories of attack for the exact same cost of upgrading only one category. The costs are there to make specialization cheaper than generalization. Without specialization, the rock-paper-scissors system of damage falls apart and starbases may become over-powered. On the other hand, things like Battle Stations are pretty weak compared to the later specialized weapon modules, so maybe it won't have much effect to remove the cost on those; they are already pretty expensive to get at in the first place.
Things like the Influence modules, though, make it too easy to build super influence bases; my instinct is that +367% influence should not come as cheap as the number of constructors it takes to get it. To incur a higher cost to those on a per-installation basis that is not a road block for the AI, you'd have to cut them up more so you need more constructors to build them; Franchise Center becomes Star Mall and Franchised Marketplace, for example. Take whatever the cost of a constructor is, and shave off maybe 25-50bc to represent the maintenance to get the constructor to the starbase and the general hassle. Use that amount to recreate the cost without making the AI trip-up on installation in the first place.
That is, of course, if they ever bother installing the influence modules; my AI's only built them when they needed to counteract locally distressing levels of influence.
Please note that I am speculating to a large extent; analysis of what the AI's and players do with the starbase modules would be necessary if you want to find out if any of that holds water. I know you've done much of that, but this is more of a play thing than an AI thing.
With regards to weapons tech costs in TA, please be advised that the 2.x patch brought with it, in addition to the inflation change, a hidden modifier of 50% (that is, a 1.5x multiplicative modifier) to all red techs-in other words, weapons and planetary invasion techs.
Just thought you should keep that in mind if you intend to balance the costs of weapons techs versus defense techs.
Interesting, and good to know. Thanks.
There must be some other factor(s) at work, though. My defense costs are 1/2 the corresponding weapon cost, yet the TP difference is 6 fold. A 1.5x modifier should bump my difference from 2 fold to 3 fold. Perhaps Defense ID techs have a 0.5x modifier?
As it is, I guess if I triple my defense cost then defenses should end up at 1/2 the TP cost of weapons. Does that sound good?
Ok, never mind my previous post. Where in the world are you getting those numbers? I doubled my shield defense cost, then loaded up a game to check. Even on VERY SLOW RESEARCH, my numbers are nowhere near that total. Not even close. More like weapons = 936-3130-6266-9397 and defenses (at 1/2 weapons cost) = 360-1206-2416-3622.
Mind you, this is at the beginning of the game with not a single tech researched. No tech inflation, no nothing. It looks like Sole Soul has it nailed and weapons end up as about 3x defenses. Well, a bit short of that, but a rough approximation.
Does that inflation change mean weapon inflation is higher than the rest? That's a bit irritating and difficult to deal with. There's not much to be done other than boosting up the cost of defenses. It hurts my sense of uniformity, but I suppose just increasing the cost of the higher end defenses would help curtail development of ships with 1 attack and 400 defense. Increasing the lower end defenses would negatively impact what I consider very good AI defense research.
I don't recall checking defenses-I haven't done much with TA in over a year. It's certainly possible I missed that-or that there was another ninja update which changed the values again.
Since this is TA and you can see the tp for a tech by right-clicking it without actually having it available to research, can you verify whether that's the method you're using or if you're researching things first? I ask because TA's inflation taking effect at certain thresholds rather than DA's marginal increase per could possibly be skewing the results if you're comparing pre-threshold and post-threshold values without adjustments.
I suppose so, if that's your intent. I've no idea really what might be "good" values for them, though (see: haven't played TA, or GC2 for that matter, in forever); I was just trying to be helpful.
Edit: Uh, oops, don't think I can answer that question. I had thought it was a strict 1.5x red tech multiplier, which means if you matched a defense tech and a weapons tech to be equal at game start, they'd be equal throughout, even after inflation increases, but it appears I have other data that suggests that the multiplier increases to 2x and even a bit more.
Apologies; as stated, I haven't messed around with TA in quite some time.
Additionally, if memory serves, the military starbase module tree is red as well, which means it also suffers from this.
This is good news, if it's repeatable - while I think the Drengin and Yor are fine under new AI, I really want to keep the Korath on 7 if at all possible. However, I'm curious as to how my AAR inspired this?
Also, Spore Weapons has a pretty high AI value - do they have the predecessor tech Germ Warfare yet? It seems to be the major stumbling point in my experience.
Finally, how exactly can you create smart non-colonizing minors? When I try out my "major races as minors" thing again, I'd like to use this to distinguish the major-minors from the others, but I'm not sure how.
Numbers are from turn 450-500(map size = immense) and about 3/5 of the research is done, and tech traiding is in use so plus about 20 unique techs from others.
When i start new map(same settings) numbers are weapons = 1085-3614-7236-10858 and defenses = 405-1355-2714-4070(with drath).
This mod is one of the best mods i have tried and increasing the cost of the higher end defenses is good solution. Thanks.
In 2.1 are smart minors also colonizing? Good be fun...
Hello Tolmekian!I have been a full-time lurker on these forums for many years, but a recent discovery during the testing of my own mod forces me come forward as it also affects your work. The AI is unable to use starbase-modules if they are below a certain point in StarbaseModules.XML. It literally can't "see" any applicable module if it is to far down.Let me explain how I came to this conclusion:One of my changes to the game was, to change the requirements of the standard Mining and Production Assist Modules to 'Industrial Revolution' and to give the Drengin/Korath, Iconians, Torians, Thalan and Yor a complete set of their own. Testing these changes showed that, while the Terrans and other factory-users were making full use of their Mining and Economy Starbases, the others were not adding any of their Mining and Production Assist Modules. The effect was quite devastating, as you can imagine.After I made certain it wasn't an error on my part, I remembered, that I had noticed this behaviour in the un-modded game before, but always assumed that the AI of those races either had not yet researched the necessary tech or just had no time to install the module. This assumption was quickly proven wrong in my latest tests, as the AI was happily adding any Defense Modules they had access to, but none of the Mining Modules I knew they had the tech for. The AI was even going so far as to re-route their constructors after they arrived at the starbase, if they had added all of their Defense Modules.I spent the last week, trying to find a solution for this unbalancing problem and, during my latest attempt, have found it. One of my theories was, that the modules in StarbaseModules.XML needed to be ordered in a certain way to be fully usable by the AI. So I began to split the race-specific modules up and added them to the end of their respective module-type. After testing this change I thought at first that I had solved the problem. The Drengin & Co. were now using their Production Assist Modules. Then I noticed that they were still didn't use the Mining Modules. Worse still, so were the factory-users now, too.This gave me an idea. I removed all of the Defense Modules from the beginning of the file (I had added quite a lot of my own) and tested. It worked. Now, every race used all of their Mining and Production Assist Modules, as long as they had researched the tech for it.This is what lead me to my conclusion. To be absolutely certain it wasn't an error in my XML-files, I began testing it in both your mod and MarvinKosh's. The same thing happened again. In his mod the AI was also not using any Defense Modules. Looking at his XML I noticed, that he had moved 'Battle Stations' close to the end of the file, which, again, confirmed my suspicions regarding the AI not being able to "see" modules.As far as I can tell, the only solution to this problem is a drastic removal of modules and unnecessary lines. Though it is hard to know, how much is necessary. My StarbaseModules.XML is currently 1257 lines long and the AI is still not using certain modules.I would greatly appreciate it, if you could test this yourself, too. Just to absolutely sure it isn't a bug on my end.PS: Sorry for the wall of text, but I wanted it to be as clear as possible.PPS: I also posted this in MarvinKosh's thread.
Wow. Lots of great comments. I'll tackle them one-by-one and try not to make too huge a post.
Thanks for your feedback. Your comment on influence starbases prevented me from removing the ModuleRequirement from the influence modules. Could you imagine just 2 or 3 constructors for a ~150% bonus? I'll keep an eye on the other stuff.
It looks like the conclusion is that inflation is hitting the red (weapons) techs harder. Boosting up the higher defenses seems to be the answer.
As for smart minors - what I'm calling smart minors still behave like minors, but do so intelligently. I currently plan to release 3 versions of 2.1 - dumb minors (no changes at all), smart minors (minors that simply perform better), and colonizing minors.
1 - I think the test will repeat. I'll be doing another one in the next couple days. The key is having high star and planet density so they can colonize enough planets to remain competitive. The one pitfall is if they get stuck in a corner or someplace with lower local density, then they could get stuck. Your AAR inspired me due to your tight clusters. I never play or playtest with tight clusters, and seeing your AAR gave me the sudden idea to test those conditions.
2 - I changed the Category and AIValue of Spore Weapons early on, before realizing that AIP 11 wouldn't use them. Actually, it was because AIP 11 wouldn't research them. Now that I'm going back to AIP 7, I need to fix it.
3 - For smart minors, I simply left them as AIP 5, then cut-and-pasted that magic block of code that gives the AI its abilities: AIAbilites (50), CPUUsage (100), FinancialResources (100), and Aggression (50, or whatever). While releasing v2 I noticed that it wasn't present for the minors, so I put it in on a lark. Upon testing, it turns out to make a huge difference. I guess the default value must be for minimum AIAbility and CPUUsage if the code isn't there. Don't know about FinancialResources, but maybe they were getting screwed on that, too.
I had also added that code to the Dread Lords in v1.1. I've never tested them with the mod, but my past experience tells me that they were pretty dumb beforehand. If the change is as dramatic as for the minors, woe to all who get the Dread Lords event.
Thank you very much for this reply. I can confirm your results because I noticed during my work that the Drengin simply would not make use of their special mining modules. I had simply written it off as a bug I couldn't fix, but it turns out those modules were at or near the bottom of the list. Since I added a handful of new modules, that means even more modules just got knocked out.
Offhand, I can think of one possible fix for this. In the mod folder, there is a separate folder for starbase modules where you can put your own xml file(s?) that will be used to add modules to the game. Perhaps it would be possible to break the StarbaseModules.xml into two or more separate files, both small enough to be completely read.
Now, maybe it's simply a problem with the AI being unable to deal with so many modules, so no matter how many lists you have it just won't look past a certain number of module or amount of code; but maybe, just maybe, breaking up the xml could work.
Looks like I have something to do tonight. And so much for a not-too-huge post. Sorry, but lots of ideas here.
Glad to be of help.
Your idea might actually work. I have to look into it. The only alternative is to reduce the amount of modules.
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