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Answer me this: Just one question. Did you not press any number buttons while modifying the game? If you say no then you're a liar.
At any rate I'm done here as there are NO mods that are good out there for this game. There are mods yes but none of them I have seen (and played and I've played the Improved AI one) are any good. Just a bunch of numbers thrown at you above the vanilla game.
https://steamcommunity.com/groups/explorminate/discussions/0/611696927929663516/
Perhaps you should consider Mark Twain's very good advice to the effect that sometimes it is better to keep your mouth shut and be thought a fool than open it and remove all doubt.
Different games use different methods to implement AI. Some, GalCiv2 for example, implement it in straight C++. In this case it is very difficult to modify AI behaviour. However not that many games do that and indeed I understand GalCiv3 uses XML files exptensively to code AI behaviour, a fact that has already been taken advantage of to mod the game.
But one of the most common approaches to AI programming is to use Lua. You will see Lua all over the place in games - Paradox use it extensively, you will find screeds of Lua scripts in games like CK and EU. Lua scripts are text files that can easily be modded becasue they are not pre-compiled, they are interpreted, and the syntax is very similar to C++ or Java meaning they can do far more than define raw numerical data.
Distant Worlds Universe also uses Lua I beleive. So any aspect of AI behaviour that is coded in Lua can be changed. That is why it is coded in Lua.
From what I can gather, DW does not allow you add any scripting modifications (lua, python or js)... everything is done by adjusting tolerances. Those tolerances are managed through many configurations. So technically speaking, I don't think Icemania's mod is affecting the AI, so to speak.
But... algorithms can be abstracted into well designed profiles, which it appears DW does. I could write an algorithm that handles how an empire mobilizes its forces with tons of conditional logic that's baked into the code build. Or, I could make a huge amount of the data in that algorithm dynamic and put it into a config file, which ultimately allows one to manipulate the logic paths. This essentially allows a "modder" to affect how the algorithms behave via configurations, ultimately changing the behavior of the game in very non-trivial ways.
One of the things I do very often in my work is take hundreds of lines of legacy code and refactor it into configurations like we are discussing here- very often the code is very simple, it's the configurations that have the substance. Behavior of my applications can be changed in very significant ways that do not require additional builds.
Tropicalrain, I really think you are making a "bad faith" argument here. You can toe the line that you are, but it doesn't change the fact that Icemania's mod makes some extremely welcome changes to how the game behaves so I have no problems with it being called an "AI Improvement".
The Modding Guide was developed at release and at the time I was skeptical that I could make much of a change to AI performance. What you won't find in the Modding guide is what the developer provided AFTER release particularly the ability to fully define AI research build orders. If you have a look at the Mod's race files and look for the "Research Project Order" fields, you'll see the exact research script I've defined for each race. An easier to read version is in the excel file "AI Improvement Mod" in the Mod download. Note that without this Modding capability I would not have bothered starting the Mod at all. But the result is that I can get the AI to do exactly what I would do in-game with research, albeit with no adaptive capability.
Now with the ability to totally control the AI's research orders, changing the ship and base designs via the design template files has much more substance, because I could ensure there was a common focus with the AI's approach to both research and design. This was later enhanced by the ability to set the AI ship tactics (also not in the Modding Guide), the importance of this was emphasised by testing in various "Battle Arena" type scenarios using the Game Editor.
http://www.matrixgames.com/forums/tm.asp?m=3650767
Weapons balancing was important, because some weapons are underpowered, and the AI that uses those weapons are at a massive disadvantage, those AI become easy pickings in the Vanilla game.
I was most surprised when I started testing each parameter in the Policy files. There is no doubt this game was a massive labour of love from the developer Elliott Gibbs because there are a very wide range of changes that can be made. For example, I can give the AI improved Wonder priorities, and back that up with the right research order to get the technologies needed to build those wonders much earlier. And so on. This is the main reason why there are so many changes listed on the Mod page below.
http://www.matrixgames.com/forums/tm.asp?m=3647528
In parallel, the developer implemented various parts of my "wishlist", some of which also benefits the Vanilla game, but some were Mod specific e.g. shrinkage algorithm, enabling me to Mod the Shakturi and give them an update because the Vanilla Shakturi were being pawned by the Modded races and so on.
Would I have liked to have more access? Absolutely.
At the end of the day it's about results. I've had 100's of messages publicly and privately from players that have found the AI more difficult to play against. The majority of my own testing involved pitting modded and non-modded races against each other for long games (early game obviously factors like population growth of the race often dominate) and the improvements were clear. I never lost a game on Extreme difficulty with the Vanilla game, indeed in some games I didn't lose a single military ship, but I have lost with the AI Improvement Mod.
You are very patient to bother with him at all Icemania
PS: I dont want to take anyones side, I just keep an eye on the development of the rightous conciousness, Deus Vult!
The Mod that is traditionally considered essential by adding races and so on is the Extended Mod, while Beyond Extended takes it to a whole other level:
http://www.matrixgames.com/forums/tm.asp?m=3141149
http://www.matrixgames.com/forums/tm.asp?m=3657646
Obviously I'll recommend the AI Improvement Mod (albeit biased as the author) specifically the version based on Extended. Beyonf Extended uses most of the AI Improvement Mod improvements.
http://www.matrixgames.com/forums/tm.asp?m=3647528
In terms of theme overhauls, personally I've enjoyed the Star Trek and Warhammer Mods:
http://www.matrixgames.com/forums/tm.asp?m=3794736
http://www.matrixgames.com/forums/tm.asp?m=3640729
In terms of research tree overhauls, there is some impressive work with the Starfall and Research Unleashed Mods:
http://www.matrixgames.com/forums/tm.asp?m=3663923
http://www.matrixgames.com/forums/tm.asp?m=3807911
Two cautions. Firstly I downloaded these some time ago so can't confirm current ability to download. And secondly there are plenty of other Mods that I've probably missed.