Next version of GidMod... |
Changelog for the next version, so far:
v0.????
- Compatability with SE5 v1.58
- Refinement to AI Unit construction on planets to be a random chance, with an increasing chance as structure space is filled.
- Added master computer-like components for troops and fighters, and included AI for design creation.
- Added a small base repair rate to planets for ships (5kT per turn).
- Implemented workaround so that units in orbit of a planet in a unit group are now counted correctly.
- Implemented workaround so that planets will recall obsolete units from an orbiting unit group so that they can be scrapped.
- Minor optimizations to unit scrapping AI.
- Increased explosive damage type's shield penetration.
- Increased ordnance cost of seeker weapons, while decreasing supply cost.
- Increased the rate of advancement of capacity in the Ordnance Storage component.
- Revamped Satellite size growth rate to make it useful.
- Rebalanced Satellite Launcher to take the new Satellite sizes in to account.
- Increased domed planet cargo capacity slightly to accomidate new satellite sizes.
- Revamped Mines so that tech level-up is useful within each size.
- Rebalanced Mine Warhead costs and strength for new sizes.
- Adjusted Mine Layer cargo capacity for new mine sizes.
- Reduced Cargo Bay capacity for a better Troop Transport vs Planet ratio.
- Increased base number of Troop Transports desired by the AI.
- Reverted shield percentage on ships designed by the AI to use base value in race file.
- Adjusted AI design creation to add a number of Shield Regenerators, depending on ship size (important for large ship survivability).
- Increased effectivness of the Shield Regenerator.
- Recalculated population bonuses to production and shipyards. This REALLY needs to be expressed as a formula, not a table.
- Doubled the bonus provided by each level of Cultural Achievements over previous versions of this mod.
- Heavily modified the Tractor Beam. One per ship, has a minimum range before it pulls targets in.
- Limited the Repulser Beam, Tractor Beam, and Wormhole Beam to one per ship, and tweaked them for balance. Adjusted AI designs for this limit.
- Changed cost factoring of intel actions to use a math formula instead of nested logic.
I keep finding things to change, so the list will grow a bit longer. I hope to have a new version up by the middle of this week.
Re: Next version of GidMod...
Thanks! 
I don't really mind if the AI isn't a "challenge". I'll be happy if it assembles decent sized fleets and gives one hell of a fight even if it doesn't win once.
Heck, if it actually offers a decent challenge, I'd consider it a miracle! 
Judging from how you describe it, if it manages to make you run for your money at hard with no bonus even if only once.. I'm happy already. 
Oh and I like what you're doing about giving the races a more unique feel to them
. Does this include behavior in terms of treaties and diplomacy? Will it be too peaceful or will we get a decent amount of aggressive races? Also, will this "uniqueness" translate to the ship design? (IE. one race favoring building up a balanced force; another relying heavily on fighters; another on lots and lots of small ships and only occasional capital ships; some investing heavily on missile weapons; some focusing on few but very tough ships... etc.?)
Re: Next version of GidMod...
Nice! Good luck and I hope I could finally get the kind of game I've always wanted. 




Re: Next version of GidMod...
Nice
I, for one, am looking foward to this. I only have two questions: Can I expect the AI to at least wage war against me without embarassing itself? (Meaning attacking with large fleets of diverse ships and putting up decent defenses...) and at what difficulty and bonus level can we expect it to perform reasonably well for an AI?
I liked the previous version of Gidmod, too bad you didn't have a version for 1.44. So I'm really looking forward to this. All I really want to know is the two things I asked.
Thanks!