Author Topic: What custom base units do you add to alpha(x).txt?  (Read 7027 times)

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Offline kyrub

Re: What custom base units do you add to alpha(x).txt?
« Reply #15 on: January 23, 2013, 09:41:02 AM »
(Don't want to interrupt the discussion (I have skint experience with this alpha.txt modifications), but I remember being told, that the AI fails to improve the reactor on base unit. Surely, Yitzi or I, we could do something about it if it's wanted.)

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Re: What custom base units do you add to alpha(x).txt?
« Reply #16 on: January 23, 2013, 09:53:39 AM »
RE: Kyrub
Oh absolutely. One of the big things that alphax.txt modders would love is having the ability to specify higher level reactors on predesigned units. I'd assume that the reactor int would have to go after the properties bitfield, though.

Personally, I would love extra unit slots (that work in the same way that the ogres do, can explain if wanted) more, but reactors are still good too.



RE: Unit types
I like some of the ones suggested! Personally I don't like using AI only units myself, but it's one way to increase the game's difficulty for sure.

Offline Green1

Re: What custom base units do you add to alpha(x).txt?
« Reply #17 on: January 23, 2013, 03:00:16 PM »
Kind of related, but not...

The only modern game that uses a unit workshop is Elemental: Fallen Enchantress.

Now, what that game does is it has basic units for the AI, an "alphax" as you will, for basic units for both the AI and players that just want to build and go about conquering. HOWEVER, the difference is that the game records builds you make that were successful and records those into the build file. That way, the AI is constantly learning with no need to tinker with data txt files!

Anyone looked into this as a way to beef up AI?

Offline Lord Avalon

Re: What custom base units do you add to alpha(x).txt?
« Reply #18 on: January 26, 2013, 09:56:19 PM »
So I tried the custom units and learned some things (playing SP).  The basic colony pod, formers, scout patrol and probe team are amphibious, which means I need to remember to design nonamphibious versions (not having the tech yet).  With the granting of the cruiser probe at DocInit, I didn't have to prototype the cruiser hull.  I see there's a fighter escort that comes with DocAir, so I'm guessing I don't have to prototype jets.

I suppose that's the trade-off for the AI getting to use units which it normally wouldn't.  It looks like most of the other units come at higher techs, like the 4-2-1 Marine Raider, which comes at Chaos.  I had a moment of panic when Miriam landed a 4-2-1 unit on my continent, but it was just a normal impact synthmetal infantry. :relief:
Your agonizer, please.

 

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