Quoting michaelwhittaker,
I was playing of the campaigns I think I was the Krynn unless I can't play as Krynn on the campaigns this was one of the ones that u didn't get precursor ships.
You play as the Terrans in the DL and TotA campaign, and the Drengin in the DA campaign.
Quoting michaelwhittaker,
I kept losing the game; until, a friend of mine explained u win by researching 3 starbase techs. This worked. I think the attack was not 118 but 174 this time around.
You keep changing your argument. First it was three attack and defense modules. Then an attack value of 18, which requires much more modules. Now you say three starbase techs (probably the whole Starbase Fortification line) and an attack value of 174, which is impossible for starbases. You can only get an attack value of 65 in each category. If you are playing the Korx, you can get up to 95 in Beam weapons, but that's it.
If I'm understanding him correctly, in the game files all the modules are assigned a number.
I'm not a programmer, just a guy who knows how to edit XML files, but from what I understand, the game doesn't use numbers for the modules, but their InternalName, to know if they are available to use, already used, or if they even exist.
The numbering was done by me in order to give a human point of reference. It wouldn't have helped to understand the problem, if I said, that the AI can't use any module beyond Expert Refinery, because Expert Refinery isn't a fixed point. You could move it anywhere else in the file, and suddenly another module is the last one the AI can use.
The point is, the were 95 listed modules in DA. TA added a bunch more, pushing the number of possible modules way over 100 - but the AI wasn't programmed to even look at modules numbered that high. The game execution code did, so the modules worked for the players, but as far as the AI was concerned those modules simply didn't exist so the AI-controlled civilizations never used those modules.
That's pretty much it. Except that DA had 90 modules. The first five new modules in TotA are for the Terror Star, which the AI can't use period.
I just don't know whether this module limitation is a problem in the AI code or somewhere else, or even whether this is intentional or a bug.