Autobuild Mod - v0.1 The goal of this mod is to significantly increase the quality of the ships that the autobuild makes (and thus that the AI opponents use) while minimally otherwise impacting the game. This was built off of the 1.2b patch. I'll update it when the full 1.2 patch comes out. This mod should be available from http://web.mit.edu/munch/www/moo3/autobuild/ Visage *********** Installing *********** Just unzip and put the files in a folder in your MoO3/GameDataSets/Classic_01/GameData/Common/ directory. Note that if you have other mods that modify the same files (MissileInfo.txt, TaskForceRules.txt, TechTables.txt), there will be conflicts and things will be broken. It should be fairly easy to reconcile different mods with your favorite text editor, though. ******** Changes ******** 1) Removed Damper Field. 2) Mount changes: Mount FireDlay Size*= Cost*= ----- -------- ------ ------ PD 0.375 0.53 0.67 Light 0.8 0.8 0.75 Standard 1 1 1 Heavy 1.2 1.75 2 V. Heavy 1.4 2.75 3 U. Heavy 1.6 4 4.5 Spinal 1.75 1.9 2.25 Imp Spin 2 3.5 4 Ult Spin 2.5 6 7 3) Change sequence of mounts in TechTables: Point Defense, Light, Standard, Heavy, Spinal, Very Heavy, Improved Spinal, Ultra Heavy, Ultra Spinal. 4) Autofire (DF Weapon Mod): make it just UniSpace *=0.67. 5) Improved (DF Weapon Mod): give it Unispace*=0.999. 6) Continuous (DF Weapon Mod): make it Unispace*=0.999, MaxAcc*=1.2 7) Reverse sequence of SCF and Interceptor in TechTables. 8) Make all missile warheads have a FireDlay of 1. 9) Make all missile chassis have a FireDlay of *=45; same for Missile Silos. 10) IF, CV, Colony, Outpost set to 20% system speed in TaskForceRules. 11) Torpedo: Neardamg and FarDamag to *=6, Unispace*=2, SystCost*=4 12) Missile AP mods: ArmrPier *=0.67, UniSpace*=1.2 13) Defense Class assignments in TaskForceRules: LR, SR = 1; CV, IF = 3; Trans, Recon, PD = 2. 14) Remove Very Light armor weight; mark Light KEEPTHIS. 15) Reverse the sequence of shield generator sizes in TechTables. ********************** Explanation of Changes ********************** 1) The AI can't be taught to use the Damper Field correctly, so either it needs to be nerfed to the extent that there's a point to Large Damper Fields or it needs to be removed. 2) PD mount now is about as good as Light at killing the larger Flotsam, and better at killing the smaller ones. Even if they'd fixed MultFire, the PD mount was still inferior to the Light under the old stats. The changes to the Spinal series means that they aren't so hideously expensive and that you don't lose out as much when your DF TF fires off its main armament at inbound missiles or that lone tin can. Thus the AI's love affair with Spinals makes more sense. 3) The resequencing means that the AI will use appropriate Heavy-Series mounts if it's lacking the Latest and Greatest Spinal mount. Spinals are reasonable weapons for mid-range combat and almost as good at short range as the heavies. 4) Means that the AI will always use the autofire mod when available. I wish there were a way to keep the multfire behavior and get PD to use it, but making you able to fit 1/3 more weapons is a reasonabl approximation. 5) Means that the AI will always use Improved, whereas up until now it only used it for SR. 6) Means that the AI will always use Continuous. Its overall effectiveness is about the same, though it's now actually an improvement at Point-Blank range. 7) The AI will primarily build interceptors on its CV forces. It's probably the case that interceptors now bombard, not SCFs. 8,9) Fix the display bug that shows missiles as having a reload time of the chassis' multiplier instead of the real value. 10) Far more in line with what players build. 11) It was either move the torpedo so that the AI won't use it if it has something better, or make the torpedo better than other chassis. In this form, the torp is usually a bit better than the other chassis. 12) It was either remove the AP mod from the game or make it useful. This version of the mod is only moderately useful for most of the game, but becomes very useful in the very lategame. 13..15) The effect of these changes is to make LR and SR always have the best possible shield and armor, and for everything else to have reasonable armor and either a small (CV, IF) or Standard (Recon, PD, Transport) shield generator. Oh, and Planetkillers are in with LR and SR, even though I didn't list it. *********************** Possible Future changes *********************** 1) Remove LFG as overpowered. 2) More fully revise mount system to accept that the AI only understands one axis of mounts. Possibly add an Extended-Range mod to most weapons. 3) Revise FireDlays for all weapons and mods so that the AI knows what the best PD weapon at a given tech level is and uses it. 4) Make the DF armor piercing mod useful and make the AI use it. 5) Make Enveloping what it was in MoOII: a higher damage output in exchange for more of it hitting shields. 6) Swapping TF AIs around so that LR does a better job of maintaining distance. 7) Rebalancing elements of the system.