[quote who="androshalforc" reply="97" id="3584302"] Ok i have 2 questions to add to this list 1) is it possible to tell the governer to run a project from the xml? 2) is there a place i can set the ais global spending from the xml? [/quote] -: I'm not sure, but it would probably be in GovernorDefs.xml if so 2: there is already a guide
Tetrasodium
[quote who="T333J" reply="22" id="3584150"] For some reason I'm getting 7 upgrade slots from each Construction Module instead of 3? It's kind of cool to drop a fully spec'd starbase out there like that, but I think 3 would be better. [/quote] Thanks. I have a feeling that I know what it's doing & can change it easily, I'll do some testing on it tomorrow after the sun is up zzz
[quote who="naselus" reply="94" id="3584098"] . They're built immediately. This is a bad thing, which I actually wish WAS in the xml so we could change it, as it means that AI wastes time opening up extra tiles when it hasn't used up the ones it already has, at a point when it has the worst industry that world will ever have. [/quote] ai yor will frequently start a planet with assembly before building even a single factory as another "wtf" inspiring choice
[quote who="ronnie76" reply="20" id="3584097"] Tetra, EDTA or pyrophosphate? [e digicons]:grin:[/e] I was hoping to find a way to edit each cultural trait's cost rather than edit each event's and improvement's point teward amount, but I'm unable to find where the cost values are stored. Maybe I'm just overlooking? [/quote] search for the word culture in galciv3g
[quote who="wpkelley41" reply="7" id="3584085"] I think it's the human player. I always play on insane maps, never less than 40 races...no minors. I have NEVER triggered the UP countdown. I have hit "FOW, and it triggered. [/quote] That got me thinking, Galciv3GlobalDefs.xml has: [quote] ElectChairmanRes El
[quote who="Larsenex" reply="2" id="3584047"] Yea i am jumping the gun. Thanks for the reply. Ill hold off till the release of 1.3. [/quote] "Hold off?" I'll be in the same boat as naselus as well. Unless 1.3 does something crazy that invalidates everything, I can quickly throw together something functional if the patch breaks it. Keep in mind though that your saved games will likely continue working fine since the campai
[quote who="lyssailcor" reply="87" id="3584051"] Quoting Petri Kokko, reply 86 Techs shouldn't take tens of turns... Specialize with the planetary wheel some of your worlds into research planets and build up their population as well as make multiple research buildings, preferably in hub-like formations. You can get ton
[quote]Tetrasodium you have a ILU which is a like Nasselus' Abundant mod, will the ui changes affect yours? [/quote] I can answer for myself & my ILO mod explicitly & likely for the rest as well. We won't know what's going to be in 1.3 & how the changes will affect our stuff until it becomes available. As a result, there is no way for me/us to say if our mods will need up
[quote who="Petri Kokko" reply="5" id="3583985"] BTW is the trigger "human player finds 50% of the races" or " someone finds 50% of the races"? [/quote] It might be either, but with the way the ai "explores" I pretty strongly doubt the ai could trigger it on big maps with tens of factions if the player doesn't
Games with lots I races are pretty tough to trigger the up, especially on insane maps
[quote who="leiavoia" reply="1" id="3583919"] Bug: The ai is obviously very aggressive and likes to declare war on me a lot, but if I revert to a previous save (1/2 turns ago) and keep playing the ai seems to forget to declare war again. This exploit means that I can build at my leisure and never be under pressure. It also means you're a 4X game reloading cheater-head. [e digicons];)[/e] [/quote] <
@ronnie, I'm ok my phone but colonizevents.xxml and umm something about culture I think it was during beta, haven't looked lately, I'll make another post about it next time at my pc @tj. Some things (starbase range/thw supply penalty range type stuff) -might- get picked up in the new game, but I wouldn't bet money on that(and doubt it). Everything else is probably stored in the Game save itself. edit p
[quote who="naselus" reply="15" id="3583848"] Quoting Tetrasodium, reply 13 if it was "too easy" because you were abusing the ai's trading algorithms (which we can't really do much about in xml), it's still probably going to be..thats part of why I suggest disabling tech teading & tech brokering so only self rese
[quote who="Appren" reply="12" id="3583823"] Curious about what AI difficulty to set. On vanilla (and one game with IAB mod), "gifted" AI's tended to be too easy once I started warring around turn 100-220. Do you people that have played this mod feel that the AI at gifted (or any other specific difficulty) does better (significantly) than default, or should I try bump difficulty up one more level? [/quote] if you are playing at gifted, the n
[quote who="drakkos137" reply="3" id="3583775"] Next up, my starbase placement is... [/quote] as far as I can tell, all it looks at there is "does this spot cover $object I want covered?" If the answer us yes, it doesn't check to see if those other spots will also be able to cover more nice stuff at the sa,e timewithout building a second starbase
[quote who="ronnie76" reply="9" id="3583439"] Did you increase ideaology point aquisition rates? I found they needed to be increased for balance in my personal mod when using my custom insane Milky Way map that has less than 100 habitable worlds. [/quote] I did some testing specifically on that earlier & agree that it should be changed a bit, but simply reducing the costs or raising the reward felt too bland. It's always bothered me about how man
[quote who="Moogle65535" reply="1" id="3583719"] This seems to produce the result you want. Although, I just checked and it is tied to the faction and remains in effect for the faction even after change of ownership of the planet. OnEventChoice Faction &n
It's not just a need for bigger bnus'. There are a few problems contributing to this, in no particular order some big ones : some races need to have their tech weight priorities adjusted to be more in line with what a sane actor (ie player) would intentionally pick. I started a thread to get some details from other players on this for a mod, the pimpact of changes from the f
I'm seeing what I'm thinking might be a bug with colonizeventdefs & cultureperturnbene/pragma/merc, specifically you get nothing if you try to set it. The only place that it seems to be used is improvementdefs.xml giving me the idea that there are probably more effecttypes other than instant that won't work in colonizeeventdefs. Has anyone been able to make this work or find a way to spawn a specific improvement from colonizeventdefs choices on the planet.
[quote who="Director" reply="82" id="3583561"] And I appreciate the modding - but I have gathered from Naselus's posts (spelling?) that the issue with modding the AI is the lack of triggers in the code, so as I understand it what a modder can actually do now is limited. Maybe Stardock will fix it and maybe they won't, but I'm going to go do other things for a while. [/quote] There are a lot of things, that is one of them
[quote who="ronnie76" reply="9" id="3583439"] Did you increase ideaology point aquisition rates? I found they needed to be increased for balance in my personal mod when using my custom insane Milky Way map that has less than 100 habitable worlds. [/quote] no. the higher tech costs prevent the need by keeping tech research from becoming near instant by mid/late game (along with a bunch of other stuff), there are the regular buildings to give ideology points every n turn
[quote who="Director" reply="79" id="3583423"] It's been a week. I think we are not going to get a response from Stardock. I'm off to play Victoria . [/quote] one there was a devstream almost exactly 24 hours before your post where they discussed planned ai improvements in the works for 1.3 two, brad has actually said a lot about ai roadmap type stuff... to the people intentionally browsing the ai forum who were likely to understa
[quote who="Petri Kokko" reply="10" id="3583358"] Sadly, no solution to the starbase upgrade hell. On the bright side the reason given for that was they are revamping the starbase upgrade system entirely so takes some time. [/quote] This is already moddable in GalCiv3GlobalDefs.xml & ShipComponentDefs.xml [quote] OnConstructStarbase Instant</Lifetime
I updated the mod with a bunch of ( mostly but not all, ai related) changes I've made. See the opening post at the top for a full summary. - Tetra
Galciv3aidefs has 30 in it, lowering to 15 or so it helps keep the ai fleets more recent & it results in generally nice results, but the ai will also despawn colony ships more often if it doesn't feel like using them right now. This is especially bad with colony ships since it will park and ignore them right until it wants to use it. does anyone know if its possible to override this setting by ship class?