deweyjohn

deweyjohn

Joined Member # 2653415
0 Posts 1 Replies 226 Reputation

Nice observations, qrtxian. A few other things: Drengin and Yor with personality 7 also become more competitive if you set the star density to "tight clusters". That way they start off with more habitable planets within their initial zone of influence, which they will colonize normally. I wish the game's documentation discussed these differences more (or at all

14 Replies 19,572 Views

Hi Quaternus, I was curious about the differences between ai "personalities" too, and have tried experimenting with different settings, then running the game with no human player in cheat mode to see if certain races seemed stronger or weaker with different personality settings. Here are some observations: If you switch the evil races to one of the personalities other than 7, they do a better job expanding on large maps. This mainly effects the Drengin and Yor: the Kor

14 Replies 19,572 Views

This is great news. Twilight of the Arnor is still one of my favorite games. Here are my suggestions for future patches: 1) There are many spelling/grammatical errors in the text of the game that could be fixed. 2) There's a problem with the priority of dialogue tags that affects the in-game conversations. As a result, many of the prescripted exchanges between particular races (e.g. Drengin making fun of Torian) are never seen, being replaced by the generic alternative

92 Replies 132,036 Views

Cool, I've been bothered by the sloppy mistakes in the conversation xml as well. In fact I made my own fix, although I never uploaded it. I'll be sure to check yours out! [e digicons]:thumbsup:[/e]

1 Replies 3,231 Views

I think you can get 'they don't trust us' anytime you declare war on someone (not if they declared war on you first) and later make peace. This can happen even if you were just honoring an alliance when you went to war. Example: I was Altarian, and allied with Iconians. The Drengin declared war on the Iconians, I agreed to declare war on Drengin, and when I made peace with Drengin later they didn't trust me. The one that confuses me is 'Militaristic -' because it seems unpredictable.

2 Replies 6,041 Views

I don't know how metaverse works, but you can restore the default race characteristics by hitting the 'clear' button when you're setting bonus points. The race configuration files are saved to your C: drive under user/My Documents/My Games/Twilight of Arnor folder, so you can also just manually edit them there. It's a confusing setup, but that's why the configuration stays the same even after a re-installation.

1 Replies 2,440 Views

I agree w/ the poster 100% about researching defences. The computer always far surpasses me in weapons research (they have graviton drivers and phasors while I'm still messing around with basic rail guns), yet I can still come out on top in most conflicts because defences are so quick to research, and yet the AI never bothers with it. Re: Zyxpsilon: that's one view, but when gal civ2 first came out the developers made a big deal about the AI opponents having a human-like feel about th

16 Replies 12,436 Views

This may seem like common sense, but I just tried it a couple times and it really made the game more fun. A frequent problem seen with Korx, Altarian, and Terran opponents is that they take too long to build offensive ships, although they may load up their starports with transports. If you use the scenario editor from the latest version of ToA, you can edit the races' starting technologies. I gave everybody their default starting techs, plus the military techs up to and including Spac

0 Replies 3,326 Views

Don't know if this was already mentioned on this huge thread, but what I'd really like is the ability to customize your own AI scripts. It's slightly frustrating that we get to choose between these different AI "personalities" without knowing what differences exist between them. This would open up the possibility of a new type of metaverse competition as well--custom ai tournaments.

1,309 Replies 3,256,089 Views

If you look at raceconfig files, the Thalan, Terrans, Drath, and Krynn all use ai personality #8, Torians and Iconians are #10, Arceans, Korx, and Altarians are #11, and the evil races are all #7. In ToA, it always seems like #10 does well early on, but #8 is the strongest in the long run because #10 seems to have a bug where it doesn't build very many planetary improvements.

40 Replies 32,036 Views

Hi everyone. I've been messing around with the conversations in the latest version of ToA (2.02). I noticed some of the conversation options that appear in the file never seemed to show up in the game. Specifically, under the topic MISC_FIRST_CONTACT you can see the following rules among others: Dialogue > <di

0 Replies 2,692 Views

On the topic of ai diplomacy, anyone notice how sometimes the computer will come to the aggressor's side in a war, but claim they're doing it to stop the other guy's "war of aggression"? This happened in my last game. The Terrans, who were the most powerful civ in the galaxy, declared war on the Drengin Empire, who had just 2 planets. On the very next turn, the Altarians and a few others piled on by declaring war also. This is fine, but the diplomacy text should match what's really going on--

9 Replies 6,576 Views