@terrycloth.
That is true. That was also an objective of mine but this change may make them far more common. As long as the AI uses them appropriately it may not matter. However my experience with the AI makes me wonder if anything with the AI work the way it should. There is a fix I can do if minerals are too common that will make them less frequent on regular worlds. I can remove a change I made to the initialization code for each world type.
Also... No there isn't. I don't like that either. I would also like to get people's opinion on that.
@everyone
Terrycloth brings up another thing I need some feedback on. I had to remove minerals from the "strategic" resource list. There are both benefits and drawbacks to doing that. I believe I can manage making the AI still not build the seedlife farms either way with the new AI weight code. Let me know what you think of my removing the "strategic" category for terraforming resources.
That is true. That was also an objective of mine but this change may make them far more common. As long as the AI uses them appropriately it may not matter. However my experience with the AI makes me wonder if anything with the AI work the way it should. There is a fix I can do if minerals are too common that will make them less frequent on regular worlds. I can remove a change I made to the initialization code for each world type.
Also... No there isn't. I don't like that either. I would also like to get people's opinion on that.
@everyone
Terrycloth brings up another thing I need some feedback on. I had to remove minerals from the "strategic" resource list. There are both benefits and drawbacks to doing that. I believe I can manage making the AI still not build the seedlife farms either way with the new AI weight code. Let me know what you think of my removing the "strategic" category for terraforming resources.