Lazymod 2.5 now available

chuft

Chieftain
Joined
Feb 1, 2008
Messages
94
Version 2.5 of the Lazymod is now available. This mod adds four new factions: the Lazytowners, the Fremen, the Cylons, and the Cthulhoids, includes several new units, and rules changes to make the AI more competitive as well as weaken airpower substantially.

modsample.jpg


You can download the mod (and any future versions)

Here

enjoy!
 
doh! 2.5 is the latest version. somehow I mistitled the thread! I will see if I can edit it.

EDIT: fix'd. Thanks for pointing that out. I guess these weird hours I am keeping are getting to me.
 
You're welcome.

From the link in the OP:

chuft said:
- Mines cannot be built at the start of the game, but require a certain tech advance.
As a result the computer will create more forests, which will continue to grow, rather than mining
all its farmland to produce squares which are neither good mines nor good farms.

- Mined farmland is not penalized any food production. Again this helps the computer, which has a
habit of mining farmland all over the place.

Moving up mines has been used successfully by other modders.

I wonder if you are doing the AI a favor.

Forests are 1-2-1. A farmed mined moist rolling is 2-2-0.

In the early games, I would prefer a 2-2-0 to a 1-2-1 because 2 nutrients supports the worker that is working the square.

This is not a criticism, but merely an inquiry about what is the best AI strategy: beginning with no mines or beginning with mines that don't penalize nutrient production.
 
That's an interesting point.

I can see advantages for both approaches. The advantage of the current approach in terms of the early game is more energy for research, automatic replacement of fungus by growing forests, and the creation of defensive terrain around the AI's bases (forests both slow incoming rover attackers, most notably probes, as well as provide a defensive bonus to units in the area). In terms of the middle game of course the AI will benefit much more from Tree Farms, since if they built mines/farms everywhere in the early game, they won't tend to replace those with forests later when it makes sense to do so.

The mine/farm approach would help momentum AIs more in the early game. I guess you are seeing a personal bias here, as I tend to play on huge maps and like to see conflict later in the game rather than earlier, with higher tech and larger empires. To keep a game interesting I have been known to give the AIs all my tech when they have large, but low-tech, empires late in the game, thus guaranteeing myself an entertaining war of massive proportions.
 
Industrial Economics (B2) is required, which in turn requires Industrial Base (B1), which has no prereqs.
 
Then I think your approach is sound. The AI will first build forests. When they get around to Industrial Economics, they will start building farm mines.

This assumes they discover Centauri Ecology before Industrial Economics.
 
This assumes they discover Centauri Ecology before Industrial Economics.

Actually I start them with a unit type, "AI Formers" which are super and fungicidal, so they can always terraform immediately.

The human player is supposed to Obsolete this unit type at game start and not use it.

I think I stole this from Maniac.
 
Nope. They are available to everyone at game start. The human player is instructed in the ReadMe to obsolete any unit with "AI" in the name. Centauri Ecology will still provide the human with regular former capability when it is researched.
 
They have to build it.

I can tell it is a high priority because when I start a game and have my first base founded automatically (with the Look First or whatever option it is turned off) the first unit in the production queue is an AI Former, not a scout patrol. The game thinks highly of building formers!
 
I can't say it's "my" approach, someone (I think Maniac) had the idea of moving mines up the tree to encourage the use of forests by the AI. Maniac also probably had cheap formers for the AI, I don't recall. I came to this scene very late and missed the early developmental history of modding, just picked up some scraps and ideas here and there from reading old posts. In any case I thought some of these AI-improving ideas were worth including in my mod, which is really a new factions mod with some airpower nerfs thrown in.
 
Yeah I stole that too actually. I think the idea is, since the AI will plaster low-value mines all over his farmland instead of solar collectors, at least let it get some food out of the deal.
 
I thought it was from the same source, which would have been Maniac most likely. These were things I read several years ago when I was learning the game and finding the AI disappointing so my first modding attempts were to bolster the AI and make a custom faction. The process is all rather hazy at this point.
 
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