Yitzi hasn't been here for a while. He has given much to the cause. *salutes*
Yeah, the job search has taken a lot of my energy, particularly when I wasn't sure what I wanted to do. Now that I've decided against actuary and in favor of software engineering, I'll probably be getting back to at least some extent.
AI factions
An option that automatically loads a faction from faction_ai.txt instead of faction.txt when faction is computer controlled.
Would make AI buffing with custom factions much less of a hassle
SMAC interface graphics
Option to adjust defensive structures defense bonus
Since AI can't into maneuvering in the field, I experiment with equalizing weapon and armor stats, but it makes bases with tachyon field too difficult to conquer for AI.
25, ; Combat % -> intrinsic base defensewhich in Yitzi patch is annotated slightly differently:
25, ; Combat % -> intrinsic base defense {-100 to 32767}Does this solve your problem? Anyways if it doesn't, I caution about spending a lot of work on such a thing. AI can't really conquer any of my bases at all, let alone with a Tachyon field, a pretty late game concern. There are bigger fish to fry in the AI competence dept.
Option to disable stack splash damage when defender is destroyed in regular attack.
Again, since AI can't into maneuvering in the field, human player can easily devastate its stack of any size, with a few times smaller stack of rovers.
AI disband or upgrade obsolete designs
Easy to conquer bases chock full of obsolete units eating into AI mineral output are scourge of the AIs. It could be limited to units with defensive plan.
Because obsolete offensive units exploring the map, gathering pods, planet pearls and making contact with other factions, or destroing terrain improvemnts, formers and crawlers are useful.
Along the same lines a routine that would prevent to build more units if unit support exceeds a certain percentage of base mineral output would help a great deal with proper development.
What's a rationale behind feature "open diplomatic conversation (not first contact) on units' touch"?
This is already existing behavior. Not forced talk, just occasional. Contrariwise, I propose to disable this feature. If AI has something to tell you, let he say at the start of his turn, not when his last unit runs into yours. About avoiding conversation when player dials vs just denying player's demands in a conversation (if AI doesn't get provoked into vendetta you still are aggressor) - it's controversial feature, I'd prefer it be optional. After all, you might just be trying to improve your standing with him.What's a rationale behind feature "open diplomatic conversation (not first contact) on units' touch"?I reread this thread and didn't see such a proposal anywhere. Assuming someone proposed it somewhere sometime, I assume it means that upon physical contact, the other faction is forced to talk. Politely declining to speak to you would not be possible.
Before ThinkerMod AIs rarely made it to the satellites stage, but now AI's sats are a common sight.
But sats distinct in that there is only one way to deal with them - ODP.
Wouldn't it be logical to add a probe action to destroy or even hijack enemy sat?
Why do you think TECHSTEAL is powerful? Are you biased towards primarily playing multiplayer games?I only play single.
Yitzi hasn't been here for a while. He has given much to the cause. *salutes*
Yeah, the job search has taken a lot of my energy, particularly when I wasn't sure what I wanted to do. Now that I've decided against actuary and in favor of software engineering, I'll probably be getting back to at least some extent.