Closed matthewhively closed 4 years ago
~I should create several test games (on various map types) with humans as all players. (mostly allied to make this faster). Document what the node distances are each time and I can set their baseline range to ASSURE that they WON'T get screwed 95% of the time.~
~I may need to choose a LY configuration that this mod is designed for and stick with that. Perhaps 9LY is no good.~
~CRITICAL The Human, Morrigi, Tarka, Liir AI 100% broken when the ER range is too small. The Zuul AI may not be broken (difficult to tell), and hiver AI is unknown. To be safe the scaling needs to be adjusted so that they are guaranteed to be able to reach at least a few destination stars without tankers.~
~ABANDON the scaling approach for ER ship sections. REVERT all changes Instead lets try removing them entirely. Replace them with a single section ship named "scout" with a long range. Make it cheaper and faster to build, but no upgrades will ever be available. No CR version either. No need for that. REMOVE ER from hiver & Zuul. Their AI doesn't need them.~
[x] Morrigi Xeno tech is actually quite good at level 3. (auto disarm a lot of traps) It needs to be more expensive for that reason if no other. Try to add some new lines into the tech description so it can be emphasized what the additional effect is (and it doesn't get lost in the blob)
[x] Fix AI rebellion color The default (120,0,0) is too close to (128,0,64) (pomegranate) Lets try AI as grey? (128,128,128)
See #106
.weapon
file as well)
Warning: Tech 'BIO_AsPlg' not found. Ignoring in Weapons/bio_assim.weapon.
Looks like 25090 and 65060 look good to me.
~Refueling is annoying with the extended range... but no decent way around that.~
[x] Moving the asteroid monitors to their current position makes it impossible to get "peace" on neutral discovery. Might want to move the range back out a tad and maybe increase the weapon grace period. (40... 50)? Is 50 good? Looks like not quite, gave it another 100 distance too. Lets see if that works reliably.
[x] Change the trade route activation time back down. 10 turns is too much. (try 6 turns?)... nope try 4
[x] Revert removed 1st level "drive" requirements for engine sections. These are actually required for retreat timers.