I'd like to see more diplomatic options to grow my faction via minors. Perhaps proper diplomacy would allow me to convince minors (or even very weak majors) to join me willingly without the need for military conquest. Clearly my reference is Star Trek and joining the Federation. Some minors might be more attracted to the Drengin ways or the Torians. I'd like to have to ability to have many many more minors, with some form of bonus
SamDominion
I have this issue as well. All I have to do is click on one of my previously saved (and used since beta) ship templates. It doesn't apply to all of them and it seems to change which one. When an offending design is clicked on in the designer, GC3 very quickly runs up and out of memory. This is on a 16GB machine. Very quickly means about 5 seconds. Opening task manager (which takes forever due to swap issues), shows that memory is 99% used BUT GC3 i
[quote who="Frogboy" reply="63" id="3588473"] The AI definitely invades planets. I just load up and soak it and you can see massive invasions back and forth. Also, regarding the invasion distance thing. I did check on that in the code. What it does is set a max distance it will look to invade. However, in 1.3, it was changed to scale with the map size. So let's say it's 9. That 9 is what it is on medium maps. On larger maps it can be much much higher.
As always TurielD, I appreciate you taking the time to go through all this. I'm this close --> <-- to taking one of my own developers and having them build me an editor for all this stuff. [e digicons]O:)[/e] . Reading too much XML hurts my head with all it's verbosity. I know I don't use a script to decide what my ship designs are, I use my goals. If I want to attack an enemy that is further, THEN I put on life support to reach them, or I build my i
[quote who="Seilore" reply="9" id="3568222"] Quoting mike0t4, reply 8 ...or make tech trading something that needs to be researched first (by both parties). That would defeat the purpose of tech trading? [/quote] Not that I agree with it (or disagr
Per Stardock: Please do not post the password or share it in other places. You are free to link people to this thread where they can get it. We want people to come see the disclaimers so they understand that this is a test patch. So, here is the link. https://forums.galciv3.com/467453
[quote who="Larsenex" reply="1" id="3566278"] We missed you at the stream today. Lots of great information on the direction of the game and many issues were brought up that you touched upon in some of your previous threads. [/quote] Beetlejuice, Beetlejuice,Beetlejuice
[quote who="marigoldran" reply="39" id="3565039"] But it's true MOST of the time? The point of the matter is that it's a lot easier to just spam factories instead of thinking of matters like this. It works quite effectively. I reckon with massive amounts of starbase spam it IS more efficient to boost morale and Total Production up. 5 starbases providing the percent bonus with massive amounts of farms and morale buildings will do the trick.
Yeah, that's right, he was more worried about how they could afford all of them, not their behavior.
IMHO, when they fix this, people will be clamoring to have sensor boats back. My reasoning: 1. Assume that the AI finally learns to start putting large movement points on their ships. 2. Assume that sensor ships have been nerfed such that we can no longer see very far into the FOW. When that happens, the AI will finally be able to do to us, what we do, to it. Attack from the FOW before they can react. The human reaction will be to build
Didn't we see a similar behavior in one of the Dev streams? Paul was watching it and wondering why the Krynn? were doing it. Huge fleets of ships, all buzzing around a single way point, moving on it and then off it, then back , then heading somewhere only to come right back. He was wondering what they were up to. I even thought he did a save game and planned to look at it. Anyone else recall this? I'd hate to have to rewatch all those str
I saw a similar behavior with an AI survey ship. Went straight to an artifact, stopped in an adjacent hex, then went the other way. Leaving me a free tech advance. Odd.
Keep it up. Surely this can be acknowledged, right SD?
I'll ask in chat also, but just in case. If I have two (or more) fleets/ships stacked in a hex, how is it determined which of those will be the FIRST to respond to an attack on that hex by an enemy fleet? I've had instances where I thought I had a strong fleet covering a lone transport only to have the AI come up and destroy the transport leaving the fleet alone.
Yeah, this is an issue. Not knowing how to either set it or how it is decided.
Will do... As an addendum to my earlier post.. I also went through the pain of playing the YOR for an extended time on a previous game. Making sure to design ships (regrettably, YOR styled) all along the way. Giving several options at every tech level. I'm not a fan of playing the YOR but it helps the AI when they have some actual ship designs that a player would use. I make my "Borg" use the YOR ship style also and they definitely use my own ship designs again
Here is what I do for a fun game (at least in the beginning) Play an immense map, Uncommon for ALL planet and resource choices. No pirates, very slow tech, slow game pace. Have at least 10 AI's and some minors. Most of the majors end up with 12 -20 planets after expansion (depending on start position of course) One of the Custom AI"s you make be: patriotic, synthetic, focused on expansion, tech, military as it's first three; Diplomacy is dead last. Malevolent ide
To build on TurielD's fantastic post. I've always assumed that the AI ship designer had a plan or a goal when it designs it's ships and because it's an AI wouldn't have any trouble keeping up with which design is for which purpose. Presumably the AI API has the ability to assess threat types and ship ranges. I woudn't have thought that it always "fills up" any available space on ships especially transports and constructors just for the sake of
I get that. Just know that with those settings, at least for me, there aren't nearly as many planets to colonize as you seem to have previously experienced. In the games I've played with those settings, all the AI's as well as I, generally end up with between 12-20 colonies after the rush was complete. You might or might not find a very limited set of planets on huge. Random number generators and all. The AI mentioned above was always the top power after the ru
[quote who="marigoldran" reply="3" id="3561626"] Ohhhhhh. Huh. I actually haven't fought a real war yet in several dozen hours of play. There was never any need. [/quote] [quote who="marigoldran" reply="13" id="3561786"] AND THE AI IS GENERALLY NOT SMART ENOUGH TO QUICKLY REPLACE THE SHIPYARDS THAT THEY LOSE. [/quote] Umm. Care to explain just how you might know the second, given the first? Here's my
I've been hesitant to say much about the AI because I believe that Frogboy and the SD team have a handle on it and will get the issues resolved. I also have enough patience to wait for them to do their job. Having said that, here are some anecdotes from my current "fun" game. Immense, around 12 AI's all "Gifted", uncommon x 3, common minors, uncommon resources, rare black holes, uncommon anomalies, slow game pacing, very slow tech, no pirates, no tech trading. <
Does anyone else find it ironic that marigoldran is complaining about poor diplomacy? [e digicons]:)[/e]
This thread makes me happy. Can't wait to dig in and see what will come of it and how the community may be of help. While I haven't designed Game AI's, I do have extensive experience working on "AI-Like" software that ingests data from a variety of sensory apparatus, processes that data along with some rules in a large rules engine and then uses a genetic algorithm to determine a best course of action across multiple action / decision points, places and people.
How about we wait and see how many colonies the GODLIKE AI's have when the game gets going. For all we know, they'll have a roughly equivalent number and the other, err, umm, advantages they have will be hard to overcome. Perhaps they've been "cheating" their little AI brains out by this time and some of them have 30 colonies. It's hard to say what the real issues are at this point because the experiment hasn't been run to completion. Just