AI changes in 93.2
- Tarragon Rill
- Posts: 57
- Joined: Mon Nov 11, 2013 8:53 am
Does anybody know what changes were made to the AI in 93.2?
Fumikomi & Kamae: Like the Yin and Yang create a symbiosis. One is not superior to the other, they are two parts of a whole.
- Hatsune_Neko
- Moderator
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C:\Program Files (x86)\Steam\steamapps\common\Kenshi/chanalog.txt
Load kenshi select Changelog tab
Steam Updates and Announcements
Raptr Kenshi Discussion Board
Load kenshi select Changelog tab
Steam Updates and Announcements
Raptr Kenshi Discussion Board
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Oh heavens no.
Then Men would become unmanageable
Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD
- Tarragon Rill
- Posts: 57
- Joined: Mon Nov 11, 2013 8:53 am
yes I read the patch notes..
I was wondering specifically what AI Cores were changed, and now again in 93.4 mention AI fixes.
I am working on a mod that deals heavily in the AI of the new factions I am making. so any changes to the AI system affect me greatly. thus I would like to know if anybody has specifics on what was changed with the AI. this may either make something I was doing break, or make something I wanted to do but could not now be possible. So any specifics would be great.
I was wondering specifically what AI Cores were changed, and now again in 93.4 mention AI fixes.
I am working on a mod that deals heavily in the AI of the new factions I am making. so any changes to the AI system affect me greatly. thus I would like to know if anybody has specifics on what was changed with the AI. this may either make something I was doing break, or make something I wanted to do but could not now be possible. So any specifics would be great.
Fumikomi & Kamae: Like the Yin and Yang create a symbiosis. One is not superior to the other, they are two parts of a whole.
I have no idea what specifically changed, but I might have a nice idea how you can keep track of changes in the future.
You could try copying the forgotten construction set and any files it depends on to a separate directory, and also copy gamedata.base and *.mod to a "data" subfolder. Then, when a new patch hits, check the file dates to see which files were changed in the data folder, copy them to the data folder in your new directory and put the patch version in the filename. Then, when you open up FCS you can easily compare different patches against eachother (just click "Changes" in the toolbar).
You could try copying the forgotten construction set and any files it depends on to a separate directory, and also copy gamedata.base and *.mod to a "data" subfolder. Then, when a new patch hits, check the file dates to see which files were changed in the data folder, copy them to the data folder in your new directory and put the patch version in the filename. Then, when you open up FCS you can easily compare different patches against eachother (just click "Changes" in the toolbar).
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