posted on November 1st, 2010, 11:04 pm
Last edited by
Tok`ra on November 2nd, 2010, 12:27 am, edited 1 time in total.
I've noticed that with higher than average resource costs, the AI tends to get stuck quite easily, posting here as its more of a balance issue than bug.
edit: testing it now, so far with AI cost modifier set to 0 and global cost modifier set to 3.0, the AI is unable to produce a mining station.
Looks like yard is before mining station in the build list, meaning the AI builds the yard, and is unable to do anything else after that.
edit: seems to varry based on race. With normal AI, no AI build cost modifer in the SP options, dont go higher than 2.0 global build cost w/o expecting a possible dead AI, as the AI tends to focus on 2 yards, THEN mining stations, and that can eat up the cash fast.