« on: Today at 08:49:07 AM »
I actually played with seeds until I got an awesome honeycomb map with loads of really weird holes, and you can create quite an interesting effect with the holes and the patterned layout... but this probably shouldn't be happening.You mean the "broken honeycomb" effect ZaneWolfe was talking about? Quite intentional, actually, on a certain portion of the seeds for each planet-count. The pattern of which AI gets which planet is going away in the next release, though.
On the mine enthusiast, I don't know why it'd be placing the mines that way, but I don't think it's necessarily a bug. I just checked to make sure its special logic works right with dual-AI and I don't see where it wouldn't.
@ZaneWolfe: No-Tractors not disabling TDLs is a bug, yea. I just checked the code and it's got the normal preventative measures for that, so something else could be going on. Do you have the seed and settings?
On the map seeds and "tweaking", there's really no way to predict what a change in the seed number will do; that's kind of one of the design goals with an RNG
Well, congratulations Keith, your new AI changes have presented me with a challenge that has killed me over and over again: Hunter Killers + Mass Starship Disassembler Guardians. They eat all my Starships, then the HKs just kill anything that's left, and there goes my army.Haha, glad to hear it Yea, those disassemblers are a case of malice-aforethought on my part. The H/Ks are just brutal overwhelming firepower, and are the bulk of why if you're playing Hunter the proper response to the SF is to "hit them where they ain't" The recent AI changes make said SF go from "idle" to "heading to target" much faster than they would have a few weeks ago.
I'm having more fun with this half-finished expansion than I ever have before