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  • #16
    Formers have an attack power of 0, but their equipment has an equivalent weapon cost (6, IIRC). It's never more expensive to build a unit with hand weapons but otherwise identical to such a former.
    "Cutlery confused Stalin"
    -BBC news

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    • #17
      Clarify: I meant: do formers need to have an AI plan of 'former' or somesuch to be able to terraform? and what happens if a unit with weapons gets the 'probe team' plan?
      #play s.-cd#g+c-ga#+dgfg#+cf----q.c
      #endgame

      Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

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      • #18
        In my SMAniaC mod, I seem to be having some succes in letting the AI build Kevlar(D2)-armoured probe defenses.
        Contraria sunt Complementa. -- Niels Bohr
        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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        • #19
          How did you achieve that?
          -- What history has taught us is that people do not learn from history.
          -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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          • #20
            Oh, I see I forgot to tell. Just add them to the list of basic units.
            Contraria sunt Complementa. -- Niels Bohr
            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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            • #21
              Maniac, does AI keep them in bases for defense? or they are set for probe actions?
              Mart
              Map creation contest
              WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

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              • #22
                Yes, what't their usage flag?
                -- What history has taught us is that people do not learn from history.
                -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

                Comment


                • #23
                  They don't seem to work as well as I hoped. But still, they work better than the current situation.

                  If the AI builds probe defences in sea bases or on islands & continents where they are alone, they just let the probes sit in their bases. If they share a continent with another faction, they send them towards that faction.

                  Which is still better than the current situation of the AI hardly building any probes, but infantry probes aren't exactly the best design for offensive probe actions. And if a armoured infantry probe is added, the AI doesn't build any standard probe teams anymore.

                  So I added an unarmoured grav infantry probe, so that it has two movement points. In this case the AI builds both versions: Probe Defence and Grav Probe.

                  Even better it became when I merged these two probes into one design:

                  Code:
                  AI Probe,               Infantry, Probe Team,   Kevlar,    11, 3, 0, InfNet,  -1, 00000000000000010000000000
                  Combined with setting the AI strategy towards building lots of probes, the AI goes really wild in the probe game. In a test game by MY 2300 the Peacekeepers had lost nearly 100 of those AI Probes in combat, which indicates how often they are used.
                  Contraria sunt Complementa. -- Niels Bohr
                  Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                  • #24
                    Hey, expect an from the CMN's soon, that's great news for them for it should indicate that the AI will spent less minerals on supporting troops which could mean even a quicker buildup without having to tinker with the faction files.
                    He who knows others is wise.
                    He who knows himself is enlightened.
                    -- Lao Tsu

                    SMAC(X) Marsscenario

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                    • #25
                      Originally posted by GeoModder
                      Hey, expect an from the CMN's soon,


                      Originally posted by GeoModder
                      that's great news for them for it should indicate that the AI will spent less minerals on supporting troops which could mean even a quicker buildup without having to tinker with the faction files.
                      Its GREAT to see other people tinkering with the game in order to induce the AI's to perform better!

                      I've played around a bit with giving probes the 3r armor, and psi armor, with some success, but this is more for an "offensive" capability for the AI's.

                      I've also recently added a few more items to the repretoire of tricks available to CMN/ Creators, which I will "introduce" you all to in my upcoming Septemer CGN Challenge. MANIAC: one idea is of potential assistance to your Defensive Probe design: any interest in reviewing these ideas for your own benefit? Let me know and I can send a PM outlining the ideas.


                      D

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                      • #26
                        Originally posted by Darsnan

                        I've also recently added a few more items to the repretoire of tricks available to CMN/ Creators, which I will "introduce" you all to in my upcoming Septemer CGN Challenge. MANIAC: one idea is of potential assistance to your Defensive Probe design: any interest in reviewing these ideas for your own benefit? Let me know and I can send a PM outlining the ideas.


                        D
                        I am playtesting and all I can say is that players should assume nothing. I actually really like the maps Darsnan comes up with. He has a sense for tactics and land layouts that can lead to good strategical and tactical thinking.
                        You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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                        • #27
                          Originally posted by Darsnan
                          MANIAC: one idea is of potential assistance to your Defensive Probe design: any interest in reviewing these ideas for your own benefit? Let me know and I can send a PM outlining the ideas.
                          Definitely.

                          Probes with psi armour sound interesting btw.
                          Contraria sunt Complementa. -- Niels Bohr
                          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                          • #28
                            just a thought... how about giving them the 'slow unit' ability? would thet force them to stay home, on account of having zero moves?
                            Its all just zeroes and ones.

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                            • #29
                              Units can never be reduced to zero movement points, even not with the slow unit ability.

                              Only exception is the fungal tower, but their lack of movement is hardcoded I fear.
                              Contraria sunt Complementa. -- Niels Bohr
                              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                              • #30
                                For psi units does giveing them the Polymorphic encryption option give them better odds in PSI combat...doesnt seem to. My defensive psi units lose a lot even when there elite...sigh. That option doesnt read right for spys. The AI never trys to bribe other spys(or any non combat unit for that matter, so makeing a spy that costs 50% to bribe is beyond pointless-unless it acts as a modifier for psi combat-which I not sure it does that on a spy..

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