I want to start out with two game theory concepts (Nash Equilibrium & prisoners dillema) that will help in the treaty suggestions themselves In game theory, the Nash equilibrium is a solution concept of a non-cooperative game involving two or more players, in which each player is assumed to know the equilibrium strategies of the other players, and no player has anything to gain by changing
Tetrasodium
starting ships ignore mass cap (it's simply not checked for them), I wouldn't be surprised if this is just a display thing though. an easy way to test would be to give it a bunch of rediculous modifiers you can see instantly (i.e. +500% ship range, sensor range, ship hp, goods & services, tourism income, pop growth ) edit: since your talking about modding a super race with a painless penalty to ofset it though, why not just add a new
1) The question made me curious ebiygh to dig into the improvementdefs.xml files, PrecursorSouvenirs under wealth give: Tourism Colony Multiplier 0.1 along with whatever this does: <br
[quote who="killswitch469" reply="12" id="3523471"] Well right now I'm stuck without a PC, console or tablet on my phone until I get home tomorrow. I don't know what's worse 1280x768 resolution, autocorrect, or all of the screen manipulation I must go through to see most of what I'm typing, lol [/quote] I hate posting to these forums on my phone :( something about the wysiwig buttons up there interacting with the textarea makes text editing m
[quote who="killswitch469" reply="8" id="3523460"] I think you missed the point of my first bullet point. I know and agree that the PC is the more powerful platform. However, right now on the low end I think that consoles provide a price to performance value that is hard to beat. I'm saying at 340 dollars, buying a computer that has a controller, bluray capabilities, and nothing else, I don't think it will outperform a used Xbox one on multiplatform AAA games
[quote who="killswitch469" reply="5" id="3523422"] Though hardware prices are cheap, I just don't think you can get a pc (not counting the monitor, keyboard, mouse, or controller) that includes a bluray and will out perform an Xbox one for 315 dollars, which is the price of a used Xbox one at gamestop minus 25 bucks for an off brand 360 controller. Maybe I'm wrong, but that's my perception of pc prices. I think consoles are a great complimentary devi
[quote who="XWerewolfX" reply="3" id="3523400"] I honestly don't know why they exist considering today's prices on PC hardware. I prefer investing in a PC hands down. That said, I have a PS4 for the simple reason that I love their Playstation Plus program (Free games? Sure. REALLY good free games? HELL YES.) and I love my Vita and the interoperability is too cool and I love being able to cross buy. Plus, Netflix and Instant Video. [/quote]</
I agree About the Ai massively overvaluing planets.. On smaller galaxies no big deal, on immense+ however... Meeting someone far far away is as close as it can go for a long time. The Ai should be willing to trade aww a low class planet for range extension -and- ne interested in initiating an offer for one across the galaxy simply for the benefits that can be achieved with the range extension that goes with having a port across the galaxy & depending on the planet density it m
[quote who="Larsenex" reply="2" id="3522580"] Tetra, please explain what this modification actually does. I am not sure I understand what this would do for ships. [/quote] here is an extremely quick & dirty implimentationof t he idea built atop my carrier tweak mod . The new example components
@smyosin, in the current state, the Ai is too drooly &the balance too far off to really do the sort of fine grained tweaking you are suggesting& I suspect that is at least partly stemming from the sd folks wanting to see how certain extremes play out in game & with us @larsenex... Beam weapons would still be pretty powerful still, /but/ they would be so heavy that it would be made up for by making everything else able to compete while also making more mix
Right now there is little debate that beam weapons are overly powerful ^ the difference between balistic/missiledrops down to different shades of badas a result. The basic premise for the idea is to add a new component type (reactors). I can see two good ways of making them work: I'll start with the short one first & do the possible today with xml only (I think) last. I can't see a way to add a secondary MasCap type stat that weapons have a drain o
very nice, I hadn't noticed the tag previously, that opens a lot of nifty doors. Nice write up.
worst case you can just reinstall or make steam verify file integrity . really though, • most of the modders are laying low during beta while things are in flux or doing simple little hack fixes for stuff they are annoyed by/curious about. • modders will often ask for feedback about specific things they are mulling over , but random idea kernels rent the most useful. They are often impossible, o
larsenex. There are two (one lower tier), he lower gives smaller ships than the higher's single overlord/planet
out of all your suggestions, I think only the first is really possible as written. Why not dig in yourself though? https://forums.galciv3.com/460212/page/1/#3513739 https://forums.galciv3.com/460280/page/1/#3515753 .
I think something that might be interesting is that if a ew tat working like specialized mass for reactor output were added. Right now, there really isn't any Eason to diversify much.. But if beams had high energy requirements nd range but mid range damage, missiles low energy /middling range/slower reload, ballistic short range, good damage , and minimal nergh requirements... It would mean that you would want a mix with the mix serving different needs <
I didn't include the relevant bits in my first post by oversight, bur I was originally trying to combine this: TechnologyNonInterferenceAct TechnologyNonInterferenceAct_Name TechnologyNonInterferenceAct_Dec TechnologyNonInterferenceAct_Question <VoteType&g
[quote who="androshalforc" reply="4" id="3521934"] Quoting Thecw, reply 3 A tech is tradeable if the two negotiating factions both have a tech with identical tags in their organizational tech tree. so the answer is to make up a unique generic name i was going to
[quote who="kryo" reply="1" id="3521915"] The schema documents , it doesn't define . Fudging it so it passes validation isn't going to add functionality to the game that isn't there. [/quote] Thanks kryo. Pre-edit, my response frlt like it came off snarky after I hit submit :( In my experience with modding galcivII /II, just about any function/tag can be copied from one xml into another xml since the individual bits seem to work a lo
wahooless ctd's is exactly what I was hoping for this monday! yay!!
I feel like this can be done & that all the pieces to accomplish an untradable tech exist, , but I'm having a little trouble getting them to click together & think I'm having trouble getting the xsd to validate UPResolutions.xml has enttries in it that BlockTechTrading, BlockTechBrokering, AND using a special modifier to reduce the cost of specifically tagged techs. I feel like this should work: <
skukkuk, what's posted there does not conflict with the thinks I have in mind.
are there any references to the different races having certain environmental preferences /types on their home worlds (I.e. Hot, cool, rainy, swampy, cave networks, etc)? for some reason I feel like I've read drengin have hot planet, but can't find the reference now. failing any direct references, can anyone think of any tech briefings/lore blurbs/iological obviousnesses that would indicate certain things? I.e. The four eyed irridi
One of the recent updates made the Ai give planet quality some consideration for colony ship targets, but after digging into the planet types file ¬ finding something to comment out to stop the ctds, I started looking harder •a lot of those things give significant bonuses (+/-25-50% on 1-2 things). The Ai should give those consideration too • the flavortext for the planets should be more clear as to the size of the bonuses (<a href="https://forums.galciv3.c
here , drop it in galcivIII\data\English\Text\. No mechanics are changed. This mod adds the mechanical bonus/penalty to the flavortext for each world type (shrouded, ghost, tidally locked, frozen, barren, breadbasket, radioactive, desert, toxic, lush, etc)