Ascendancy Mod

quarque

Chieftain
Joined
Jul 26, 2022
Messages
17
The problem with the 1.6 was, that the common laser weapons had a range 30 and the super guns a 40 - so the common guns had no actual use, and the initial AI attack was without any possible match. Why should the AI use these common guns anyway, while I WANT IT to use the brutal stuff first and only. So, I designed the common guns as cheap high range option for the Human Player, a niche the AI wont use - but could rescue the Human Player. Cheaper, higher range, the Star Missile! Plus, you wont lose it versus CI DisRaptor, while the usage of Invader modul is smooth and great - but high cost, low range, high risk. :)

I still think that Star Missiles and Barrage Guns need to be better weapons than invasion modules. For a number of reasons:

* The AI is still building those weapons, even though you made them suboptimal.
* The range (30 vs 40) doesn't make much of a difference, because neither is enough to outrange a planet and in a ship-vs-ship battle you can't stay in perfect range for longer than 1 round
* A human player is forced to build lots of invasion modules in any case, unless you play as Minions. Yes you risk DisRaptor attacks, but you can't avoid it anyway, because you often lose several invasion modules when taking a single planet (sometimes more than 10). And since you are forced to build so many invasion modules, building weapons that perform worse than they do is a waste of ship space.
 

Tehulotl

Chieftain
Joined
Mar 26, 2022
Messages
24
Hi! I added newest version rar in the last post. :) Accutron and Replenisher far later.

I actually like these Invader Moduls too much. :) Yes, I play with Minions, I often thought: Wow. Easy to capture planets with 5 Surface Shields ontop. :) That the Invader Moduls shoot was a major break through in getting the AI to a far better opponent, plus, I love that too much plus that CI DisRaptor, that is a huge spice. There are so many weapons now, since all of the specials actually shoot that I had a tough time to get the common weapons to worthy function - cause I want the AI to use hard weapons only. Mass Barrage Gun and Star Missiles, uffz, early weapons. I would never reduce that 6 1 of the Invader Modul, I really like these values. Perhaps I could give Mass Barrage a 4 2, that is a nice idea so that that weapon stays valuable longer - or, becomes valuable. Perhaps I could do that with Mass Barrage 4 2 AND Star Missiles 6 2, cause all other weapons I made sure are a one hit wonder. The common weapons are basically all a 12 1 with changing ranges and energy consume. Yes. 4 2 for Mass and 6 2 for Star would mean that they stay worthy for a long time, kind of. BUT. With a range 40 over the AI weapons range 30 you get first shots! And that is important.

Mass^Barrage^Gun
0 3 40 4 3 50 0 0 4 0 1 2 3 255

Star^Missiles
0 6 40 6 2 100 0 0 12 0 1 2 3 255

Colonizer
0 9 30 4 1 300 0 0 5 1 2 3 255

Invader
0 9 30 6 1 300 0 0 13 0 1 2 3 255

could it be. :) satisfied? :)

I currently experiment with the specials like Tractor Beam, Damage Absorber, Engine Burst, Energetron, Hyper Fuel, Cannibalizer, Remote Repair, to get them to good shape. Saw why I changed many special names, cause I have the 1995 Vanilla Weapons and Buildings lists plus the 2013 Mod lists as txt documents for comparison, and these old names dont support the recognition value AT ALL. So, names are far better, values shall be perfect today.

Found out, the first time in my life, that the Mass Inductor could probably have absolutely no use nor effect??? So, to not waste that slot I could re-use that useless gimmick for another weapon (sic), or another drive or whatever.

Oh, yes >>> if you want your own values cause you find my reasoning lacking, :), I made SURE that you have plenty of space to change stuff in Ascend00.cob by adding much space for Notepad++. I changed in near all lists in that cob the tab stops to space stops and tried to give any value position double-digit, and within these space stops you can tweak near anything - make sure that the end of the line doesnt change position, within that line, you can exchange near anything, I made sure. :) Gfx Sfx head of the cob, pos 2100 down weapons list, pos 7500 down buildings list and down under tec tree, I made sure that there is enough space stops for one or double digit within the lines. :)

I currently experiment just by changing the cob via Notepad++ cause I have enough space. I will finalize that at the END of the value changings via COBExtractor, but for now I can do anything via Notepad++ directly. In that current stage I could even do it just via Notepad++ and spare COBExtractor, BUT, since I wrote batch files COBExtractor is just a double clic for me and I want my basic raw txt up to date, so COBExtractor is the boss here, just to hold my basic raw txts up to date for any future changes. :)

I like the fact that I thought: Wow, that AI built planet looks like Antagonizer built. In Vanilla you just needed 10.000 clics and five seconds and any planet was full. Now, that the buildings are expensive in time, the AI builds slowly, just a basic colony and a full orbit, like I do too, and all other places will be filled later on with newer stuff, that works quite perfect. Yes, sure, old buildings ontop still, BUT. I build three industries, then 2 yards, then orbit rockets and shields, then another yard, then hopefully a dock, then over time some surface shields and a hyper plant, thats it - the rest is a self managed planet via type M. In fact, once, the orbit is to my liking, either 2 yards and rest weapons and shields, or, a dock planet with more docks, the self managed planet does surface shields and hyper plant for me, I usually dont do micro managing AT ALL. I totally LOVE that you can spare micro managing.

A basic planet looks like a small colony with a full orbit, and when you abandon from time to time old planetary buildings, the self managed planet does its job quite nicely. So, planetary buildings work for the AI near perfect, and for self managed planets > too! One AI industry boost, five surface shields, all of the stuff is built. :)
 
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quarque

Chieftain
Joined
Jul 26, 2022
Messages
17
Ok, thanks for the change to early weapons - I will try the new version tonight. :)

That's a bit disappointing about the Mass Inductor. I never looked closely enough to check what it did.

One detail I noticed, by the way: the AI still builds a tonne of tunnels on black squares, at least early on, when they could build agriplots instead. Will check in my next game if the AI is smart enough to actually build buildings on black squares instead, in the long run.
 

Tehulotl

Chieftain
Joined
Mar 26, 2022
Messages
24
I tried to take tunnels out of the game completely, but then AI is often stuck to build nothing when a colony building is surrounded by just black - it seems that black and tunnel are a hardcode use and AI doesnt do any more, at least at the start of the colony.

But I dont care actually, cause in this case I like the idea of dirty industry buildings on black squares for the Human Player, like Tractor Beam or Surface Shield - I want to prevent micro management like Terraforming for buildings not requiring good land for dirty work. So, I like to build three industry, then 2 shipyards, orbit rockets and shields, more shipyards, then self management and the planet can build what it wants, dont care anymore unless it is a relevant yards or docks planet. The AI now builds up nice planets, caused by the expensive buildings, cause, if the AI is able to spam build planets early game, that will be early structures, but if the AI just builds the same like the Human Player - the core colony, then necessary orbital structures, and afterwards Surface Shields, Hyper Plant, etc, and AFTER THAT, in between of ship building, modern structures, middle and late game, that is quite good! Works for me, even if the AI wouldnt build on black squares.

But lets check that. Hahaha! Sometimes it just works amazingly good. The FIRST checked planet, the Swaparaman homeworld, and the FIRST checked structures like Agriplots, Surface Shields, AI Industry, all on black. So, the first use of isolated colony buildings seems to be tunnels, if... I checked that, all four buildings of Factory, Laboratory, Agriplot and tunnels have 255 prerequisites, that means, buildable from the start WITHOUT prerequisites - but isolated colony buildings need tunnels or they are stuck and do nothing. But after that it seems the AI does quite a nice job.

Usually, there would be the "house rules", not to research the AI tec, not to build AI Industry or AI energy module, and after conquering an AI planet to abandon AI Industry immediately - I have to admit I dont do the last rule. :) That is ONE AI Industry you NEED to establish defenses and dock planets - or you are screwed. But once you conquered these planets you could just establish all necessary stuff, abandon some older stuff, and let self manage the stupid thing and it goes quite nicely! :) You COULD micro manage planets by yourself - but you dont need to, anymore. Since the AI is fully capable of building great planets, really great, even docks, you can easily let self manage and it goes smooooth.

I always thought, intuitive, that the Mass Inductor kind of supports the energy use but I tried and failed - both ships wasted same amount of energy while travelling with absolutely no difference, no matter the Inductor values, nothing. I just changed that thing to a zero energy need drive engine. I think you will find the new early weapons and Colonizer and Invader values appealing. Have fun!

Feel free to propose whatever flaws you might find! :)

Oh, yes, Swaparaman Prime, as I told, Agriplots, Surface Shields, AI Industry, all on black, a great built planet, that one square they might spare for the future Hyper Plant:

1659373835433.png


EDIT 2.8.2022: Since in my second testgame with the Frutmaka, that the Chamachies stood no chance vs me caused by Tractor Beam within their ships causing too much time to build - I decided that I have to re-do the Tec Tree caused by my values overhaul to shift tecs and gimmicks around to make it functional for both, AI and Human Player - I HATE to do the Tec Tree, that were some knots on a SH**T pile driving me totally crazy. I HATE to do the Tec Tree, but I know, that a perfected Tec Tree would improve the game by lightyears. So, now, knots out of business, and I can smoothen that beast up, grrrrr.

For now, there is no Delyxe with all specials included and then Heavy Delyxe with some special deleted version anymore. After saving Molecular Tie Down, Brutal Burst and Tractor Beam, I just saved ALL. That is now just one version with 4 different difficulties - if that works, that stays that way. Hopefully BY FAR better Tec Tree now, Accutron the OP thing far later, Tractor Beam far later, smoother AI build of early ships and middle planets hopefully.

EDIT 4.8.2022: I think that I got my kickstarting by @quarque, thank you very much! I could achieve victory by finishing up my Ascendelyxe 2.0 version I always wanted to do since freakin 2013 and the 1.6 version! Stuff like a modified Tec Tree with super costly tecs, the better planet squares, the better planetary buildings balance, the even better weapons and ship stuff balance, and now, the finally finally finally better diplomacy balance, did the job.

Once, I was glad enough that I just had figured out how I get the AI to actually make more war to create better and huger AI empires and I just let roll ALL of the species hardcore mode total war like. I didnt really get how the creators of that game and numbers wanted me to tweak it, so I just let roll my total war solution, glad enough that at least that worked.

Now, I dont know if that is good actually, the badass species still are hardcore mode total war like, like the Frutmaka, Shevar, Minions, Nimbuloids, and partly the Snovemdomas - I found out that actually quite the half of all species seems to be "friendly", and I tried to tweak on the badass side "hardcore badass mode", on the more friendly side "always ready to rock mode", hopefully that rocks now. But I think a 2.0 is done finally, wow! That was a constant accusation in my brain that I got never the balls to finish that up - for nine years now! :cry:

I will probably provide tomorrow my 4 difficulty level Ascend00.cobs, my 1996 Ascend.exe, my 2013 Ascend01.cob, a smart batch to load all stuff, some README HTMLs, and perhaps COBExtractor and SHPEditor, then it might be done! :)

EDIT 6.8.2022: From last Wednesday to today, Saturday, over a week, but I think the 2.0 is done now! Absolute beautiful Tec Tree, balanced planetary squares, balanced planetary buildings, balanced ship stuff, plus hopefully finally balanced diplomacy with some NASTY species and some REALLY NICE species to have actual diplomacy and not just fullout total war. There is a good chance that I got the maximum out of that 1995 old Dos Box legendary malfunctional game. :)
 
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Tehulotl

Chieftain
Joined
Mar 26, 2022
Messages
24
ASCENDELYXE 2.0

hard defender.png



This is an AI built planet, the hardest fortress in a system of four defended AI planets.
If you want to play Ascendancy the best possible way, download this 2.0 Mod and enjoy!

> A most beautiful Mona Lisa of a Tec Tree
> Sweet balanced planet squares for all planet types
> Hard balanced planetary buildings
> Hard balanced ship stuff
> Diplomacy with BAD guys and GOOD guys, kind of

I did the best I could to fulfill my desperate dreams of a child to get that to a better stage.

A worthy link to a related but SLOW site with some Antag2.exe and Modder Tool links:
http://www.abandonia.com/vbullet/showthread.php?s=15383bad1fd074fd120296c6b73560c5&t=817&page=62



:)
 

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quarque

Chieftain
Joined
Jul 26, 2022
Messages
17
Hi, sorry for the slow response! A woman insisted on dating me and took up a lot of my time, so I have had less opportunity to do useful things like playing Ascendancy. ;)

I will download the new version, curious what you changed. Diplo with good guys / bad guys sounds interesting, is it similar to the way diplomacy worked in the original game?
 

Tehulotl

Chieftain
Joined
Mar 26, 2022
Messages
24
Oh, no sorry needed! Women could be some useful things from time to time.
(If they lack less than Ascendancy kchchchchch)

Once I desperately tried to use Antag.exe - but Antag Neutral and Hostile dont make war AI vs AI hardcode, and Antag Peaceful crashes for me, and I tried AGAIN these days. So Antag.exe unfortunately is no usage for me at all. grrr. But in my 2013 version I was able to bias the diplomacy all vs all, to make more war, or, just all out total war, nothing else, for anybody, human player and AI factions. Reason is, that "no war=no empire", no modernized ships, no growing vast empires > I was glad enough to get an all out total war running and huge opponents, BUT. Just war is kind of lacking and boring, so, I let factions like Shevar, Frutmaka, Minions, and some others in all out war, and other species I made kind of more peaceful again, cause I currently experiment with diplomacy to make it more smooth running, more... creative, flexible, volatile, playful > while Shevar, Frutmaka, Minions, stay just brute warmongers nearly without any grace for peace. To improve diplomacy to a weird volatile mixture is possible.

So, it is not similar to Vanilla. Vanilla was too peaceful in general, far too slow reactions, far too slow empire building wars for the AI and vs Human Player in my opinion. My 2013 1.6 version was just total war only. This is a mixture, where you actually have partly total war, and partly the chance to even alliances, and I currently try to understand how these values could be even MORE volatile and extreme - and better. :)
 
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