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> Gaians got Weather Paradigm and spiked no less than half of Monsoon Jungle tiles with condensers. I thought adjacent condensers are forbidden, not sure about that? This led to max size bases where half pop are doctors. When I took one of these, it had 2-digit eco-damage despite meager minerals. Well, one could check this example of good old ICS. Probably the former code should be tweaked to prefer more forests on jungle tiles. Happiness management is a continuing problem because of various reasons. At this point I'm considering making some kind of NODRONE ability an optional boost.> All AIs do heavy foresting, even Antimind, who previously relied mostly on fungus. The algorithm doesn't consider faction's fungus production?Currently it tries to do its best to get rid of fungus. It would need some kind of a way to decide when using fungus is beneficial by considering the current techs and faction bonuses. This could be useful to implement but usually it's only relevant in the end game. What kind of stats does this Antimind faction have?
The Antimind is a classic NetworkNode faction:TECH, Ecology, SOCIAL, ++++PLANET, SOCIAL, ---INDUSTRY, SOCIAL, --GROWTH, FUNGNUTRIENT, 2, FUNGENERGY, 2, IMMUNITY, PLANET, FREEABIL, 18, TERRAFORM, 0, MINDCONTROL, 0, FANATIC, 0, WORMPOLICE, 0, PSI, 50, POPULATION, -2, TECHSHARE, 3, ALIEN, 0Economics, Green, PLANET,Economics, Free Market, nil,
Well, that is certainly an unusual faction. In nearly all possible ways, it plays different from the normal human factions for which this AI is tuned. Getting it to play this faction as well would require pretty extensive changes to the code.
Do you know what kind of units the AI normally uses to capture natives? It appears you're saying the AI might normally have some different units that are more often used to capture/fight the native life.
And which version of kyrub's patches are you referring to here?
But I believe first worms are captured by basic scouts and sentinels on exploration duty, and then those first worms trigger something like chain reaction, capturing more while driving towards bases or exploring. Of course, if you employ natives in a war against AI, it will soon field empath scout rovers and trance scouts, but I guess that wasn't the point of your question?
I checked SP movies from the save - without Thinker Mod they're played.
Other new option is "load_expansion" which can be disabled to turn off any expansion related features. Note that the tech tree will not adjust the dependencies without modding, so any techs or items depending on expansion-only techs will be unavailable, including some victory conditions.
I think it's impossible to code AI to successfully counter them, I'm not even sure a human player can successfully counter these, short of initiating nuclear holocaust.