Ah yes, the good ol constructor spam. I actually managed to greatly alleviate that issue by making a small mod myself that doubles a starbases range and removes exclusivity on modules. So I can build 1 starbase that covers a whole system and provides mining/economy/military etc . Makes starbases significantly more enjoyable, though why it requires a mod to remove the base games tedium (you wants to build 3-4 starbases per system??) and hasnt already been addressed after these many month
Annekynn
So I had the largest empire surrender to me. Fantastic, I now have all their terrible ships and all their terrible planets. So I start going through each planet, setting them to automated governor mode as I dont need the planets which involves a fun bit of clicking per each planet, one by one. Then I have a trillion ships to worry about, many of them tiny and small. I go through the Govern section and try setting all the ships to move to a singular world so I can then begin decommissioning th
Hey Naselus quick question. Las time I played with your mod was back with version 1.3 . Back then carriers were god like and could only be stopped by other carriers. Is that still the case? Or did you (or stardock) get things balanced?
Unanchoring and re-anchoring doesnt fix it either. Only fix was to destroy the shipyard and rebuild it.
Sometime after turn 500 one of my two shipyards, Charlie Victor, no longer builds ships. Ive tried shutting it down and restarting it as well as changing the queue. Its forever stuck building nothing. Ive uploaded a zip file containing save file here: www.nexworks.ca/shipyard_charlie_not_building.zip
Yes I can move fleets at the same time, but I cant do anything but move things while a fight is taking place. Cant build things, and when I get a blank/black UI window because a fight is taking place then you know something is not right. And its not just building, try ejecting a ship from a fleet while a fight is taking place. Wont happen until the fight is over. Essentially the only thing you can do while a fight is happening is move things, everything else is frozen.
For a 4th gen 4x game, im saddened to see that after 5 major patches the game still cannot multitask. Try attacking something, and while that attack is taking place, try attacking with another fleet. You have to wait for the first battle to finish before the second one starts. Try attacking something, and then go into a starbase and build some modules. Modules portion goes blank/black until the battle finishes. When I have 20 fleets with all or most with engagements (sometimes multiple) lined
Ive posted previously about how poorly the AI performed in this game. Took a break for a while to see how things have improved. Now that 1.4 and 1.5 are out ive given the game another pass. Turn 500, Genius difficulty: - So the AI now properly makes money/production/research worlds. This is fantastic and a huge improvement from before. However ive yet to see a single Ideology structure. Does the AI still not pursue Ideology points? Not doing so makes it heavily handicapped in late gam
[quote who="naselus" reply="437" id="3590538"] Hives still get adjacency bonuses. They're not really nerfed, either; Hives give +50% food and +50% approval, so by late-game they are vastly more powerful than they are in vanilla. You just don't get front-loaded production from them. The original intention of the Thalans was that they were supposed to take a long time to get powerful, but be really powerful once they'd finished growing. This is exactly not how they work in vani
[quote who="peregrine23" reply="10" id="3590327"] The power of carriers in this game is based on the fact that weapons fire in batteries rather then individually. This means that larger ships will waste a lot of firepower when taking out lots of little ships. Larger ships have 2 advantages: you must eliminate all hp before they do less damage, and generally they are more efficient, so can be packed with more engines, life support, etc. The second advantage that large ships have over smal
The AI should NOT use the players designs. A player knowing this can purposely make terrible designs and hope the AI picks some of them. Now if the AI only uses the designs that the player actually builds then that helps though it becomes quite lame and boring as it at that point is just playing as China pretty much. What we need is variety in designs, but if coding the AI to intelligently design ships is too much then I guess all this is a start....
Rebalancing their logistics to be far higher I think would work, otherwise nerfing them substantially is in order. Generally speaking a space faring nation wouldnt have large warships vulnerable to tiny ships attacking them. But as is a fleet of battleships gets annihilated by a fleet of carriers as if this was a WW2 scenario.
The carriers will wreck your face if you use anything but carriers to counter them. Nothing else comes close as those fighters will annihilate everything in a single volley. At this point id be happy seeing carriers removed rather than trying to balance them.
But you cant destroy the fighters fast enough. The other problem is that all ships ignore the carriers when theyre assigned the support role. Even with battleships at point blank range with carriers they still ignore them and focus on the fighters. If the carriers got destroyed the fighters would have nowhere to land, therefore even if they destroyed all the battleships the fight at worst comes out to be a draw. Personally id be happy with carriers fully removed from the game and replaced wit
Btw is there any way to configure this mod to return minor race status back to default?
My current game got to turn 287 before it cannot progress any further. I had no issues prior to 1.3 with this mod or the base game, so now im not sure if the base game introduced a problem in 1.3 (not fixed in todays update) or whether the mod did something to make it unstable. I hate playing vanilla as the AI is still so bad but ill start a new map tonight just to see how its running now.
Good news everyone!
Well you can buy colony ships until you run out of money. And not everyones starting location is equal. What I do to prevent wasting lots of time is when I start a map, I save it first, then with cheats enabled I use the fow cheat to reveal the whole map. Then I look around to make sure that I have a good starting location and as do the AIs (sometimes they have a terrible start resulting in a very one sided game where youre god like and thus no challenge). I also dont recommend resear
Wow this sounds awesome. Watching my capital ships go after drones while ignoring carriers totally made me cry. Such blatantly failed design. However since the player has control over the designation of the ship, whats to prevent me from making attack ships and labeling them as Support (so they dont get attacked first), and having some tanky ships that arent full defense but still more heavily defended and labeling them as attack ships? Or does this mod somehow see through that and look at th
Totally agree. There shouldnt be production worlds and research worlds etc. The buildings should simply count empire wide, so if you need more production you build production buildings ANYWHERE. Then you can build nice balanced worlds, or better yet just have the AI do it for you. It wouldnt have to worry about adjacency or proper positioning, just the number of stuff. However, the downside of this is that the players empire would be identical to the AIs empire, and so the only thing that wou
Thanks for trying! Yes I verified game integrity after having the latest optin installed just to make sure its all there.
No change here, game still goes boom.
Thanks: http://nova.xzibition.com/~nexworks2/Game3.zip I also have ticket IDN-366-67845 open with the file attached there.
Yeah I tried that, rolling back to a save file 2-3 turns away, still eventually broke though at the same spot. Sigh.
[quote who="MottiKhan" reply="50" id="3588986"] @ Annekynn - I ran yours to the next turn too. Here's the save if you'd like to try it. https://drive.google.com/file/d/0B9j-qzDTvZc8em5xTzVyUEEwM28/view?usp=sharing [/quote] Thanks! Ill go try it right now. How are you getting the turns to complete correctly? Edit: gam