Here is the Romulan File
// Load up the basic structures...
#include "aipdef.h"
// This aip needs to play by the rules
int checkTechnologyAvailable = 1;
Way_Better_Build_List_Element the_build_list[MAX_ELEMENTS] =
{
//--------------------------------------------------------------------
//
// Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level
//
// TECH LEVEL 0 - MAIN BASE INFRASTRUCTURE
"rconst", 1, 0, -1, 0, // AI either has this ship already or base to build it from
"rmining", 1, 1, 10, 0, // Mining station at the closest moon so AI gets some dilithium
"rorbital", 1, 1, -1, 0, // Orbital station for metal in case AI has really lost everything
"rbase", 1, 0, -1, 0, // Starbase listed after initial mining and orbital so AI can persistantly rebuild
"rfreight", 3, 0, -1, 0, // Extra 3 dil miners and get some decent dil income
"rconst", 1, 0, -1, 0, // Second con ship
"rresear", 1, 0, -1, 0, // Basic research and yes this would be built first in an ideal world
"ryard", 1, 0, -1, 0, // Basic shipyard
"rcolony", 1, 0, 1, 0, // Colony Ship
"ryard2", 1, 0, -1, 0, // Advanced shipyard
"rturret", 2, 1, 6, 0, // Pulse turret to protect 1st mining
"rscout", 3, 0, 3, 0, // 3 scouts to see what's out there
// TECH LEVEL 1 - STARTING BATTLESHIP PRODUCTION
"rorbital", 1, 2, 10, 1, // Second orbital station
"rbattle2", 2, 0, 1, 1, // Venator
"rdestroy", 1, 0, 1, 1, // Shrike
"rcolony", 1, 0, 1, 1, // 2nd Colony ship
"rbattle2", 2, 0, 1, 1, // Venator
"rdestroy", 1, 0, 1, 1, // Shrike
"rcruise1", 1, 0, 2, 1, // Griffin
"rbattle2", 2, 0, 1, 1, // Venator
"rdestroy", 2, 0, 1, 1, // Shrike
"rbattle2", 2, 0, 2, 1, // Venator
"rdestroy", 1, 0, 2, 1, // Shrike
"rcruise1", 1, 0, 2, 1, // Griffin
"rmining", 1, 2, 9, 1, // Second mining station at the 2nd closest moon. I hope there is a second closest moon
"rfreight", 3, 0, -1, 1, // Another extra 3 dil miners
// TECH LEVEL 2 - LATINUM COLLECTION OPERATIONS BEGIN. BUILD MORE SHIPS, AND STALL FOR TIME TO BUILD UP LATINUM RESERVES
"rtrading", 1, 0, 5, 2, // Trade station in case there are no latinum desposits so AI has at least some latinum income
"rdestroy", 1, 0, 2, 2, // Shrike
"rompod5", 1, 0, -1, 2, // Tachyon Detection Grid to force start latinum mining
"rdestroy", 1, 0, 2, 2, // Shrike
"rturret", 1, 0, 6, 2, // Pulse turret to protect base
"rcolony", 1, 0, -1, 2, // 3rd Colony ship
"rturret", 2, 2, 6, 2, // Pulse turret to protect 2nd mining
"rdestroy", 1, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rdestroy", 1, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rcruise1", 1, 0, 3, 2, // Griffin
"rbattle2", 1, 0, 2, 2, // Venator
"rturret", 2, 0, 6, 2, // Pulse turret to protect base
"rompod3", 1, 0, -1, 2, // Sensor Jammer for Griffin
"rdestroy", 1, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rdestroy", 1, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rdestroy", 1, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rcruise1", 1, 0, 3, 2, // Griffin
"rbattle2", 1, 0, 2, 2, // Venator
"rdestroy", 2, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rdestroy", 2, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rscout", 3, 0, 3, 2, // 3 scouts to see what's out there
// TECH LEVEL 3 - RESEARCH II, RELAYS CROSSED THAT WE HAVE ENOUGH LATINUM GATHERED! STALLING FOR UPGRADES IS BETTER
// THAN STICKING OR LOOPING. UNLESS YOUR IN AN AIRCRAFT
"rresear2", 1, 0, -1, 3, // Phase II research centre. We only want this for the upgrade centre tbh.
"rmining", 1, 3, 5, 3, // Third mining station at the 3rd closest moon. I hope there is a third closest moon...
"rfreight", 2, 0, -1, 3, // Extra 2 dil miners.
"rorbital", 1, 3, 5, 3, // Orbital station for metal at the third closest planet to boost metal production for endgame
"rbattle2", 1, 0, 3, 3, // Venator
"rturret", 2, 3, 4, 3, // Pulse turret to protect 3rd mining
"rcruise1", 1, 0, 3, 3, // Shrike
"rbattle2", 1, 0, 3, 3, // Venator
"rdestroy", 1, 0, 3, 3, // Shrike
"rbattle2", 1, 0, 3, 3, // Venator
"rturret2", 1, 0, 2, 3, // Torpedo turret to protect base
"rcruise1", 1, 0, 3, 3, // Griffin
"rbattle2", 1, 0, 3, 3, // Venator
"rdestroy", 2, 0, 3, 3, // Shrike
"rturret2", 1, 0, 2, 3, // Torpedo turret to protect base
// TECH LEVEL 4 - UPGRADE CENTER
"rupgrade", 1, 0, -1, 4, // Ship upgrade station
"rsrepair", 2, 0, -1, 4, // Repair ship in case we have damaged stations
"rbattle", 1, 0, 1, 4, // Now we have Warbird's. Bow to the power.
"rompod1", 1, 0, -1, 4, // The shield inversion beam. We'll be wanting this if we've gotten this far.
"rompod11", 1, 0, -1, 4, // Weapon upgrade lvl 2. Weapons to +50% firepower.
"rbattle", 1, 0, 1, 4, // Warbird
"rsrepair", 2, 0, -1, 4, // Repair ship in case we have damaged stations
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rompod21", 1, 0, -1, 4, // Weapon upgrade lvl 3. Weapons(including mining beams)now 100% more effective than base rates
"rbattle2", 1, 0, 1, 4, // Venator
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rompod12", 1, 0, -1, 4, // Shield upgrade level 2.
"rbattle2", 1, 0, 1, 4, // Venator
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rompod22", 1, 0, -1, 4, // Shield upgrade lvl 3. 100% before is 50% now, because shields now take 100% more punishment
"rbattle2", 2, 0, 2, 4, // Venator
"ryard2", 1, 0, -1, 4, // Second advanced shipyard
"rbattle", 2, 0, 2, 4, // Warbird
"ryard", 1, 0, -1, 4, // Second basic shipyard
// TECH LEVEL 5 AREN'T YOU DEAD YET?
"rbattle", 4, 0, -1, 5, // Warbird
"rdestroy", 8, 0, -1, 5, // Shrike
"rcruise2", 2, 0, -1, 5, // Raptor (Artillery)
"rbattle", 4, 0, -1, 5, // Warbird
"rbase", 1, 0, -1, 5, // 2nd Starbase for defense/more crew
"rdestroy", 8, 0, -1, 5, // Shrike
"rcruise2", 2, 0, -1, 5, // Raptor (Artillery)
"rbattle", 4, 0, -1, 5, // Warbird
"rdestroy", 8, 0, -1, 5, // Shrike
"rcruise2", 2, 0, -1, 5, // Raptor (Artillery)
"rbattle", 4, 0, -1, 5, // Warbird
"rdestroy", 8, 0, -1, 5, // Shrike
"rcruise2", 2, 0, -1, 5, // Raptor (Artillery)
"rbattle", 4, 0, -1, 5, // Warbird
"rdestroy", 8, 0, -1, 5, // Shrike
"rcruise2", 2, 0, -1, 5, // Raptor (Artillery)
"rbattle", 4, 0, -1, 5, // Warbird
};
Here is the Klingon File
// Load up the basic structures...
#include "aipdef.h"
// This aip needs to play by the rules
int checkTechnologyAvailable = 1;
Way_Better_Build_List_Element the_build_list[MAX_ELEMENTS] =
{
//--------------------------------------------------------------------
//
// Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level
//
// TECH LEVEL 0 - MAIN BASE INFRASTRUCTURE
"kconst", 1, 0, -1, 0, // AI either has this ship already or base to build it from
"kmining", 1, 1, 10, 0, // Mining station at the closest moon so AI gets some dilithium
"korbital", 1, 1, -1, 0, // Orbital station for metal in case AI has really lost everything
"kbase", 1, 0, -1, 0, // Starbase listed after initial mining and orbital so AI can persistantly rebuild
"kfreight", 3, 0, -1, 0, // Extra 3 dil miners and get some decent dil income
"kconst", 1, 0, -1, 0, // Second con ship
"kyard", 1, 0, -1, 0, // Basic shipyard
"kresear", 1, 0, -1, 0, // Basic research and yes this would be built first in an ideal world
"kcolony", 1, 0, 1, 0, // Colony Ship
"kyard2", 1, 0, -1, 0, // Advanced shipyard
"kturret", 2, 1, 6, 0, // Pulse turret to protect 1st mining
"kscout", 3, 0, 3, 0, // 3 scouts to see what's out there
// TECH LEVEL 1 - STARTING BATTLESHIP PRODUCTION
"korbital", 1, 2, 10, 1, // Orbital station for metal at the second closest planet to boost metal production for T1
"kdestroy", 2, 0, 1, 1, // Bird of Prey
"kbattle2", 1, 0, 1, 1, // Qehral Battleship
"kcolony", 1, 0, 1, 1, // 2nd Colony Ship
"kdestroy", 1, 0, 1, 1, // Bird of Prey
"kbattle2", 2, 0, 1, 1, // Qehral Battleship
"kcruise1", 1, 0, 2, 1, // Vor'cha
"kdestroy", 2, 0, 1, 1, // Bird of Prey
"kbattle2", 2, 0, 1, 1, // Qehral Battleship
"kdestroy", 1, 0, 2, 1, // Bird of Prey
"kbattle2", 2, 0, 2, 1, // Qehral Battleship
"kcruise1", 1, 0, 2, 1, // Vor'cha
"kmining", 1, 2, 9, 1, // Second mining station at the 2nd closest moon. I hope there is a second closest moon
"kfreight", 3, 0, -1, 1, // Another extra 3 dil miners
// TECH LEVEL 2 - LATINUM COLLECTION OPERATIONS BEGIN. BUILD MORE SHIPS, AND STALL FOR TIME TO BUILD UP LATINUM RESERVES
"ktrading", 1, 0, 5, 2, // Trade station in case there are no latinum desposits so AI has at least some latinum income
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"klipod5", 1, 0, -1, 2, // Tachyon Detection Grid to force start latinum mining
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kturret", 1, 0, 6, 2, // Pulse turret to protect base
"kcolony", 1, 0, -1, 2, // 3rd Colony ship
"kturret", 2, 2, 6, 2, // Pulse turret to protect 2nd mining
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kcruise1", 1, 0, 3, 2, // Vor'cha
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kturret", 2, 0, 6, 2, // Pulse turret to protect base
"klipod2", 1, 0, -1, 2, // Polaron Torpedo for Vorcha
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kcruise1", 1, 0, 3, 2, // Vor'cha
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"klipod4", 1, 0, -1, 2, // Gravity Mines for BOP
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kscout", 3, 0, 2, 2, // 3 scouts to see what's out there
// TECH LEVEL 3 - RESEARCH II, RELAYS CROSSED THAT WE HAVE ENOUGH LATINUM GATHERED! STALLING FOR UPGRADES IS BETTER
// THAN STICKING OR LOOPING. UNLESS YOUR IN AN AIRCRAFT
"kresear2", 1, 0, -1, 3, // Phase II research centre. We only want this for the upgrade centre tbh.
"kmining", 1, 3, 5, 3, // Third mining station at the 3rd closest moon. I hope there is a third closest moon...
"kfreight", 2, 0, -1, 3, // Extra 2 dil miners.
"korbital", 1, 3, 5, 3, // Orbital station for metal at the third closest planet to boost metal production for endgame
"kbattle2", 1, 0, 3, 3, // Qehral Battleship
"kturret", 2, 3, 4, 3, // Pulse turret to protect 3rd mining
"kcruise1", 1, 0, 3, 3, // Vor'cha
"kbattle2", 1, 0, 3, 3, // Qehral Battleship
"kdestroy", 1, 0, 3, 3, // Bird of Prey
"kbattle2", 1, 0, 3, 3, // Qehral Battleship
"kturret2", 1, 0, 2, 3, // Torpedo turret to protect base
"kcruise1", 1, 0, 3, 3, // Vor'cha
"kbattle2", 1, 0, 3, 3, // Qehral Battleship
"kdestroy", 2, 0, 3, 3, // Bird of Prey
"kturret2", 1, 0, 2, 3, // Torpedo turret to protect base
// TECH LEVEL 4 - UPGRADE CENTER
"kupgrade", 1, 0, -1, 4, // Ship upgrade station
"ksrepair", 2, 0, -1, 4, // Repair ship in case we have damaged stations
"kbattle", 1, 0, 1, 4, // Now we have Neghvar's. Bow to the power.
"klipod1", 1, 0, -1, 4, // The ion cannon. We'll be wanting this if we've gotten this far.
"klipod11", 1, 0, -1, 4, // Weapon upgrade lvl 2. Weapons to +50% firepower.
"kbattle", 1, 0, 1, 4, // Neghvar
"ksrepair", 2, 0, -1, 4, // Repair ship in case we have damaged stations
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"klipod21", 1, 0, -1, 4, // Weapon upgrade lvl 3. Weapons(including mining beams)now 100% more effective than base rates
"kbattle2", 1, 0, 1, 4, // Qehral Battleship
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"klipod12", 1, 0, -1, 4, // Shield upgrade level 2.
"kbattle2", 1, 0, 1, 4, // Qehral Battleship
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"klipod22", 1, 0, -1, 4, // Shield upgrade lvl 3. 100% before is 50% now, because shields now take 100% more punishment
"kbattle2", 2, 0, 2, 4, // Qehral Battleship
"kyard2", 1, 0, -1, 4, // Second advanced shipyard
"kbattle", 2, 0, 2, 4, // Neghvar
"kyard", 1, 0, -1, 4, // Second basic shipyard
// TECH LEVEL 5 AREN'T YOU DEAD YET?
"kbattle", 4, 0, -1, 5, // Neghvar
"kdestroy", 8, 0, -1, 5, // Bird of Prey
"kcruise3", 2, 0, -1, 5, // Chuqbeh (Artillery)
"kbattle", 4, 0, -1, 5, // Neghvar
"kbase", 1, 0, -1, 5, // 2nd Starbase for defense/more crew
"kdestroy", 8, 0, -1, 5, // Bird of Prey
"kcruise3", 2, 0, -1, 5, // Chuqbeh (Artillery)
"kbattle", 4, 0, -1, 5, // Neghvar
"kdestroy", 8, 0, -1, 5, // Bird of Prey
"kcruise3", 2, 0, -1, 5, // Chuqbeh (Artillery)
"kbattle", 4, 0, -1, 5, // Neghvar
"kdestroy", 8, 0, -1, 5, // Bird of Prey
"kcruise3", 2, 0, -1, 5, // Chuqbeh (Artillery)
"kbattle", 4, 0, -1, 5, // Neghvar
"kdestroy", 8, 0, -1, 5, // Bird of Prey
"kcruise3", 2, 0, -1, 5, // Chuqbeh (Artillery)
"kbattle", 4, 0, -1, 5, // Neghvar
};
I had issues even with fresh copies of the 2014 Ultimate. I tried replacing them with versions from a couple of different mods that people sent me, but they didn't work.