A few questions.

Hey there, I recently returned to playing ToA after getting a new computer. Previously, I had been experimenting with modding various XML files. Those modifications were lost with my old computer, but I now feel the urge to start again, and make a serious tune-up for the game. I know a few people have already made some excellent mods to this end, but half the fun is finding and fixing a problem yourself.

 

So I had a few questions, since it has been a while. 

 

1. How well does the AI design ships? I remember it never wanted to build engines, and sometimes otherthings. Has anyone figured out how to make it use these things, or fleet modules? How well does it utilize range and sensors, and if I change how they work in the game, how will this affect them? Will the AI know what to do with custom alternative modules, along the lines of the Arcean's smaller constructor component?

 

2. How much can we alter weapons and defenses? Can we create scaling damage? Can we give them effects other than direct attack or defense, armor which increases hp for example? Has anyone found a way to effectively slow down militarization so that economies have more time to develop before the arms race, or else don't neglect everything else in favor of an entire weapon tree?

 

3. To what extent are anomalies hardcoded? Is it possible to alter their effects, or imitate their effects? Can you imitate the effects of mega events using technologies? Can you imitate the effects of treaties, or design new ones? Can we change planetary events?

 

That turned into a bunch of questions, so I will leave it there. Thanks in advance.

10,747 views 5 replies
Reply #1 Top

How well does the AI design ships?

It's decent. Some of its designs are good, some are bad, but most are just average. For example, here is a end-game design I saw the AI use in my mod: 2 HyperWarp Drives Mk. III, 1 Ultra Life Support, 10 (Ultimate) Invulnerability Fields, and the rest of the space was used for Doom Rays.

I remember it never wanted to build engines, and sometimes otherthings. Has anyone figured out how to make it use these things, or fleet modules?

It most certainly uses engines. In one of my games, the Yor used troop transports with four engines. That was a pain to deal with.

As for fleet modules, I have no idea how to make the AI use them. Someone suggested to make templates using fleet modules, but I don't know, if they had any success.

How well does it utilize range and sensors,

It does use life support modules, but not to the extent I'd like it to. I don't recall it using sensors though.

and if I change how they work in the game, how will this affect them?

Not much, I'd say. I made some pretty big changes to the life support techs and modules in my mod, and the AI copes pretty well.

Will the AI know what to do with custom alternative modules, along the lines of the Arcean's smaller constructor component?

Overall, yes. However, I'm not sure, if the AI uses the Lite Constructor module. At least, I don't recall ever seeing the AI use it.

How much can we alter weapons and defenses?

We can change their damage/defence value, their category, their cost and size, what model they use, their animation and sound effect, and their flavour text. I probably forgot something, but that's basically it.

Can we create scaling damage? Can we give them effects other than direct attack or defense, armor which increases hp for example?

No and no.

Has anyone found a way to effectively slow down militarization so that economies have more time to develop before the arms race, or else don't neglect everything else in favor of an entire weapon tree?

MarvinKosh had pretty good success in his mod. However, that required a complete re-write of the tech trees and big limitations to the planetary improvements you start with.

To what extent are anomalies hardcoded?

You cannot create new types of effects, or change how an existing effect works.

Is it possible to alter their effects, or imitate their effects?

Alter how big of a bonus/penalty they provide? Yes. Anything else? No.

Can you imitate the effects of mega events using technologies? Can you imitate the effects of treaties, or design new ones?

No to all of these.

Can we change planetary events?

Yes, to the same extent as anomalies.

If you haven't already, take a look at the official modding guide. It can more easily show you what is possible to change. However, the guide is a bit outdated (it was written for DL) and not entirely exhaustive.

Reply #2 Top

Thanks, I will check out the guide. I thought most of those things were impossible, but then I remembered that one guy got a super project to grant extreme colonization, which wasn't supposed to be possible either. So I thought I would ask.

 

And in my games, the AI never seems to want to use more than one engine, and just piles on weapons.

Reply #3 Top

Quoting nodthenarb, reply 2
but then I remembered that one guy got a super project to grant extreme colonization, which wasn't supposed to be possible either.

Why would that not be possible? All the extreme colonisation techs do is provide a bonus to certain abilities. Any super project, galactic achievement, or trade good, can grant bonuses to those abilities.

Quoting nodthenarb, reply 2

And in my games, the AI never seems to want to use more than one engine, and just piles on weapons.

Didn't you say in the OP, that the AI never uses engines? Anyhow, the four engine transport was the best I've ever seen. Usually, the AI only uses one or two engines per ship. Which is fine by me, because I don't use more than two engines either. It just wouldn't be fair otherwise, because Frogboy said, that the AI wasn't written to handle ships with huge speed-values.

Still, you have to take into account, that I'm playing a modded game. Though I don't think, that it makes that big of a difference. Engines in my mod are slightly bigger than the vanilla ones, and the high-end engines are also slightly weaker (Warp tops out at 3 pc per week, HyperWarp at 4, and Stellar Folder at 5).

Reply #4 Top

Hmm... alright, I give you that one, I guess there is no good reason for it not to be possible other than people said at the time it wasn't possible. And an AI limit makes sense. By "never wants to build engines", I meant I have only ever recalled seeing one engine at a time, and no more than this assumed "default".

Reply #5 Top

I will be the first to admit, my knowledge on this stuff is pretty basic. I have only really messed around previously with costs and AI values in the tech trees and with racial xml files. A more extensive mod seemed like it would be a fun project while I am doing nothing else.