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change all superweapon and add nuclear silo to high and will be the last one to sell
removes production buildings from the list
removes service deport
set radar dome to low
add gap generator and set them to medium
add Ailled AA GUN and set them to high(it stops working in low power)
And do you want to change them to AI don't have any conyards then sell buildings?
I suggests if AI owns conyard then AI will only sell URGENCY_LOW and URGENCY_MEDIUM to raise power
and it will be dynamically change though all the stages
before war factory PowerSurplus is normal
once AI owns war factories,then PowerSurplus+50
AI owns radar dome,then PowerSurplus+50 again,etc
tesla coil+500 because it's too easily to make a soviet base fragile without a good power supply
any AA base defense+100
other base defense+50
tech center+200
gap generator +200
any super weapon +400
other production building+50
and all of them can be customized in INI including the original PowerSurplus=
{STRUCT_CHRONOSPHERE, URGENCY_LOW},
{STRUCT_IRON_CURTAIN, URGENCY_LOW},
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM},
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM},
{STRUCT_RADAR, URGENCY_MEDIUM},
{STRUCT_GAP, URGENCY_MEDIUM},
{STRUCT_TESLA, URGENCY_HIGH}
I thought chronospehere and iron curtain is very underpowered. The nuke silo one is the only impactful superweapon for the AI.
I suggest just add the value you set in rules but defenses for exception
and update the value dynamically to make sure AI won't selling power when AI still building power plants
example
AI builds radar dome then PowerSurplus+50
AI have 3 war factory but extra PowerSurplus won't count as 3 times,it's still +50
AI have n tesla coils, the extra PowerSurplus add 200*n/2(because AI will build many of them)
the only thing to do is to keep the value up with PowerSurplus dynamically is a good option so ai won't sell any power during base building.I really don't like it when I was playing original game messing around with rules.ini
tested in this update ai builds power when if AI leading it's base to low power at beginning,and last update is better than that and build advanced power way earlier,but seems like the selling power problem is fixed,I set it to build 100 power plants and it builds,but another issue is AI will build power non stop until it meets power requirement then build something else,which wouldn't happens in last update.I hope you roll back to last update's AI build power mekanism,that one is more better
Currently the AI build the power it needs and in addition it builds extra power thats given in the .ini file. Default 1000
If it has low power problems and it takes to long to build a power plant,
then it starts selling in this order:
{STRUCT_CHRONOSPHERE, URGENCY_LOW},
{STRUCT_IRON_CURTAIN, URGENCY_LOW},
{STRUCT_GAP, URGENCY_MEDIUM},
{STRUCT_KENNEL, URGENCY_MEDIUM},
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM},
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM},
{STRUCT_RADAR, URGENCY_MEDIUM},
{STRUCT_SAM, URGENCY_CRITICAL},
{STRUCT_AAGUN, URGENCY_CRITICAL},
{STRUCT_PILLBOX, URGENCY_CRITICAL},
{STRUCT_CAMOPILLBOX, URGENCY_CRITICAL},
{STRUCT_TURRET, URGENCY_CRITICAL},
{STRUCT_FLAME_TURRET, URGENCY_CRITICAL},
{STRUCT_TESLA, URGENCY_CRITICAL},
{STRUCT_AIRSTRIP, URGENCY_CRITICAL},
{STRUCT_HELIPAD, URGENCY_CRITICAL},
{STRUCT_SHIP_YARD, URGENCY_CRITICAL},
{STRUCT_SUB_PEN, URGENCY_CRITICAL},
{STRUCT_REPAIR, URGENCY_CRITICAL},
{STRUCT_ADVANCED_POWER, URGENCY_CRITICAL},
{STRUCT_WEAP, URGENCY_CRITICAL},
{STRUCT_BARRACKS, URGENCY_CRITICAL},
{STRUCT_TENT, URGENCY_CRITICAL},
{STRUCT_CONST, URGENCY_CRITICAL}
Any tips, idea's how to improve this?
current version doesn't have this issue(test on 10000 which leading AI to build 50 power plant non-stop but that delays AI base building if set too large)
no production buildings,no working defense buildings and no service deport,but why adcanced power plant and conyard in this list???
this is fine now just add AA Gun in the list,selling others will weaken the AI
{STRUCT_CHRONOSPHERE, URGENCY_LOW}
{STRUCT_IRON_CURTAIN, URGENCY_LOW}
{STRUCT_ADVANCED_TECH, URGENCY_MEDIUM}
{STRUCT_SOVIET_TECH, URGENCY_MEDIUM}
{STRUCT_RADAR, URGENCY_MEDIUM}
{STRUCT_GAP, URGENCY_MEDIUM}
{STRUCT_AAGUN, URGENCY_HIGH}
{STRUCT_TESLA, URGENCY_HIGH}