Tetrasodium

Tetrasodium

Joined Member # 2420945
94 Posts 441 Replies 1,645 Reputation

I finished an early version of a mod that makes a number of tweaks to the game aimed at accommodating play on insane maps. Like Naselus noted in his IAB mod , the game really needs wildly different settings for different maps without any easy way of accomplishing them short of massive overhaul of stuff. The mod ins designed for play on insane with loose clusters & occasional/c

31 Replies 100,303 Views

[quote who="naselus" reply="262" id="3581473"] The Yor are something of a special case, because they work differently from everyone else. You don't need to build approval buildings or farms, and Assembly is much more powerful than growth - the base social manufacturing from the colony capital get gives you 1 pop every 6 turns, compared to 1 per 10 for other races. When not building buildings, they have a faster growth rate than other races. I will say tha

735 Replies 1,236,431 Views

[quote who="naselus" reply="260" id="3581433"] Quoting Annekynn, reply 258 - Colony cost drain initially is still much too severe. Even with dedicated money worlds the player has to essentially rush money production and research early on just to be able to expand. This result in a very linear and inflexible strategy compared to vanilla <br /

735 Replies 1,236,431 Views

I'd love to see something like this too as mods like Naselus' insane abundant mod or one I'm working on for insane loose clusters/not abundant are virtually incompatible with soo many others they shouldn't need to worry about... unfortunately with globalcombatmods being so extremely limited in capability, things that could be accomplished with a simple multiplier need to be done the long way wit

4 Replies 6,973 Views

I'm sitting here playing galciv3 on one monitor while the second just kinda sits unused running various chat things & it strikes me that galciv3 is a type of game that could be improved by the sort of multimonitor support some flightsims have.. specifically, click a planet/starbase/shipyard/etc & the screen you would otherwise get from double-clicking it loads on a second monitor, (maybe default to the tech tree otherwise?). Yea it's a stretch, but the mere presence of m

4 Replies 4,347 Views

I usually see that sort of thing when at war with someone they disapprove of. On larger maps, this can equate to "when someone with no hope of reaching you declares war on you, other AI's that dislike the agressor will sometimes give you free shit "

2 Replies 10,088 Views

I know this is probably a bug, but on larger galaxy sizes with loose clusters it actually works well to make the galaxy something that you can move across more than a tiny corner to meet others before late game without trivializing the feat like & breaking other stuff life support tweaks or cranking the habitable planets up would. The fact that it makes starbase guided travel routes viable instead of just barely faster than colonizing is a great thing. in a lot of ways it feel

2 Replies 4,018 Views

happiness isn't an issue, everything is comfortably in the green if not 100%.. I just found it a little disconcerting that I was getting a penalty with 6 planets 90ish turns in & figured I'd find out if it was influenced by something I could control other than simply not colonizing more. from the replies, it looks like there is nothing to be done different and it's already been noted by the folks at SD

19 Replies 5,770 Views

I'm playing on one of the larger maps with loose clusters& noticed that all of my planets have a "large empire penalty (-6)" giving them -6 approval... it seems a bit excessive that 6 planets qualifies as a "large empire", but if that continues with -1 morale for each additional planet I could see larger galaxies quickly becoming unplayable. Since I'm sure there is more to this, does anyomne know what factors affect this?

19 Replies 5,770 Views

[quote who="Elyandarin" reply="28" id="3529278"] Will you include some sort of balancing tool for modders? I could imagine a bootstrap analysis where you have the computer simulate 50 games overnight, one after another, with different scenarios, delivering a result like: "Your custom race [Ghosts of Abbadon] won 15 of 50 games (above average). 20 scenarios were lost in early-game, 3 in mid-game, 12 lost in late game. Most common victory: Conquest. P

173 Replies 1,207,804 Views

[quote who="Lucky Jack" reply="8" id="3529026"] Quoting Rhaegor, reply 7 No, it is a game issue. Reported multiple times by multiple people. I see this happen a lot with other games and apps, along with tasks failing to quit during shut down. Every time I see this I run SFC and the problem is

20 Replies 7,759 Views

I think a lot of the trouble you are seeing is due to the drooltastic state the placeholder ai has in 0.72. With that said, I disagree about the immune to cultural influence complaint... I have a few reasons for disagreeing as well: There are ideology perks that make the ai ignore when they have a shared border with you,which is freaking huge for influence. There are ideology perks that make other factions take a relations hit from everyone else if they go

3 Replies 3,202 Views

I have facerig on my system and it's pretty cool. although I never considered it before, something like that could make for a pretty cool integration with a voice/vid chat that wraps the player's faction aatar over them (with or without voice mangling)

4 Replies 6,285 Views

This seems like it would be a micromanaging nightmare on larger galaxies... maybe later in windows 10 when I could poke cortana & say "send and queue this ship/fleet to nearest drydock for repair with orders to return" or some other seminatural thing, but a menu/button system would be a nightmare to navigate & the micromanaging would be awful

10 Replies 36,530 Views

I too have two monitors (1280x1024, 1366x768) & being able to plop a largerversion of those right side menus onto the secondary monitor would be great. Having it as a floating window might actually be beneficial because it might make it easier to handle varying resolutions between monitors & it could potentially be more open to allow greater extensibility down the road if it were a floating winforms/wpf thing you could just have spawn on a different monitor to drag t

8 Replies 47,462 Views

I'm pretty jazzed about Ai initiating trades now, but I think there is something more that can make them feel more connected... Specifically a news ticker of sorts showing diplomatic developments, battles /results, colonization of planets, et c. not a big thing like your first whatever... More of just a little one min thing that cab be clicked to expand a drop down and show the full length of last few events. Maybe alliw it to be clicked to show details about the event if avai

2 Replies 7,277 Views

Speaking about nice looking sprite based games, I saw scepterra core on steam for just a couple$ but have been picking up too many steamsale things recently. Sprite based games can be very nice looking, but I think a lot of people think nes/snes era when they hear sprite based since a lit of the sprite based stuff that came out just as 3d cards were just starting to become the norm were overshadowed by early 3d graphics. Dont get me wrong, early 3d accelerated gam

10 Replies 50,528 Views

[quote] However, they will NEVER EVER accept a non agression treaty unless you have more power than them. For instance, I was having 80 k power and Krynn had 90 K. I suggested a non agression treaty along with some juicy techs and they wouldn't take it... but as soon as I got just a teeny tiny bit more powerful than them they were practicaly willing to throw all their techs at me for that non agression treaties. [quote] I find th

3 Replies 3,254 Views

that last but at the end with the Ai offering the trade is the coolest part& would go a long way towards making the Ai feel less -a- more -i- :D. Playing as the yor, I iften have a -wildly- different tech tree path than everyone else (strong tourism>imdustry/research>ffricken tiny yet fast engines & just buy warships often enough to avoid being attacked (sometimes keeping others in the blue in the process). Meanwhile the Ai is doing weapons/hillsiize/defense & such &

20 Replies 122,806 Views

[quote who="admiralWillyWilber" reply="23" id="3525604"] Well i would like to no how to make a 130, player mod with 1400 stars. I would like to limit the actual player selection to 50 players, so as to not make this overwhelming, and the rest opponents. I would like to limit the diplomacy screen to the first 50 players you meet who are not upset or hostile towards you. This would not affect espionage, and ear. The players on this screen would change based on thrir relations t

173 Replies 1,207,804 Views

[quote who="androshalforc" reply="21" id="3525505"] Heres a question say i wanted to completely scrap the trade system and redesign it ( i havent looked at the xml's to see whats there for trade) how difficult would that be? My current thoughts are to allow internal trading increase the number of trade routes by planet (0-2) per planet plus some ideology/ improvement's reduce profits to minimum increase maintenan

173 Replies 1,207,804 Views