Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
I do like the idea of limiting their strategic module usage though. Since I think that's part of why they cripple themselves late-game.
I'd probably default to Shield > Armor, then alternate past that. Shields are much stronger in Re-Awakening, and you can get eaten alive by Beams(95% Hull Penetration) without them. So a minimum of 1 module of each type offers the best mitigation. But you could probably let the AI choose past that point.
Oh, another thing I noticed. The AI is going very hard on Repair Modules(Nano-Repair Bots), probably because of the reduced Hull Weakness they give now. So limiting those to 1 module might be a good idea. (Could just hard code a module limit into the XMLs as well, so it might not be critical.)
About the repair slots, this is because AI can only repeat strategics once, and usually that is what is left if the AI doesn't have many options for modules he wants for the role.
I know is far from perfect, but a simple improvement, I hope to refine it in later versions, now I am having a small break of AI modding, but I am interested in the different fleet missions the AI perform (fixed using Invaders and Behemoths properly ATM).
I made an attempt to limit the Hull Repair via XML, didn't work. AI just ignores limits like that, so they are only a barrier for the player. I could probably kludge around the issue by removing the Hull Weakness on the lowest module. I just don't think post-battle repair is all that useful for them.
Haven't tried out anything with Supremacy yet. But I did see the AI move to invade, which is a lot more active than they usually are. So ::thumbsup:: there.
Remember the first sentence about per pop on buildings not working? Well I had to fix it in order to evaluate further build orders, happens that AI will ignore one third of the buildings and all the planetary improvements with the exception of the extra resource from deposits. Is a workaround because needs to be fixed on the core files, but I was told that was already in the way for the new patch, but until then... heh.
So, latest problem I've been seeing is that the AI is preferring ModuleSquadronBomber1 above all else, even when given access to ModuleSquadronBomber2.
I spent a bit of time trying to entice it to pick ModuleSquadronFighter1 instead on a Coordinator, by giving all sorts of buffs to it's DefensiveMilitaryPower, but was ultimately unsuccessful.
Leads to them all looking kinda samey.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3082655329
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3082655651
Some things to keep in mind: AI will update their ships every 5 turns in normal speed, not immediately, also, goes full bombers until finds enemy threat with fighters then half of each favoring fighters on uneven slots.
Win By Score > Use Juggernaut > waste tons of research unlocking Behemoth technologies
Note that the empire in question here is the Unfallen, who have 2 systems and 2 Behemoths. But have a Pirate Base right next door, that they really should be clearing.
Getting all these AI fixes into one complete package is a challenge. I think it's getting closer though.
Does 1.7 include the new Retreat code that isn't working correctly? Or have you noticed it and been able to fix it? (I think it's just someone got confused about the MyDamageTaken and which side it referenced.)