[quote who="Horemvore" reply="3" id="3642744"] AI Trade value of their own ships is 5x AI Trade of your ships is 1x It is set in GalCiv3AIDefs.xml line 765 and 766:- 5 1 [/quote] thanks, great work on all your ai stuff
Tetrasodium
[quote who="iRedEarth" reply="1" id="3642731"] Am I the only one who wants to be an arms dealer? Remember war profiteering from GC2? It would be like that only not abstracted. You'd actually be selling ships. Sounds like fun to me. [/quote] I used to do it a lot in gc2 & made bank because yor had the best freaking ships in the galaxy from all the miniaturization & absurd mfg compared to everyone else
[quote who="Exomortem" reply="5" id="3642672"] I Quoting Tetrasodium, reply 4 Quoting Exomortem, reply 3 I was playing the larg
[quote who="Exomortem" reply="3" id="3642572"] I was playing the largest size during beta with the same stability that smaller maps had at the time. I know they are planning to re-enable them, I was just wondering if the devs had any comment on the status of these features. [/quote] humongous &insane wasn't even properly -loadable-till late & very late beta even if you edited the xml to swap the sizes to an available size. L
Altarisns are bad about that . I think it has something to do with the fact that they seem to come begging for tech/credits all the time putting the other "we rush buy'd/built an astroid with the last 500bc you gave us so have fallen on hard times, can you help" races to shame for being so self sufficient.
[quote who="bertranhalfwaite" reply="1" id="3642580"] Are you setting your global production slider too aggressively? Coercion has quite a big unhappiness penalty now. Having said that I generally only find morale to be an issue very early game, once every planet has a happiness starbase, and every planet 1-2 happiness buildings you can support huge populations without any issues arising with happiness even with a 10-15% penalty for some coercion while you rush towards a tech victory or
I took a break around 1.3/1.4ish & came back more recently. Before & still I mostly play the yor & other synthetic races, but my people seem ridiculously unhappy & need supportive pop+multiple morale improving starbases to avoid smashing productivity now. given that the ai all seem to research supportive pop as well even though they used to vary there, I'm guessing it's affecting them too.morale always seems to be things like x/13 = sad with x changing from
[quote who="Horemvore" reply="5" id="3638884"] I have been toying with making all colony/troop components 6 by default and then adjusting the mass so its balanced(player wise), but i think it might well gimp the AI with the early colony rush using 6 pop every time. I wish the Colony & Troop were split into two setting tbh, would be able to make it far more intresting then [e digicons]:)[/e] . [/quote] I modded some colony modules in that start at 6 max &
[quote who="neilkaz" reply="8" id="3642540"] Re: AI Tweaks ..nice to see on Godlike around T95 that many AI's are at war with each other. Re: Venerable...LOL at this silliness. I waited to take the Arcean HW last eliminating them and still everyone else DOW'ed me. This needs to be better balanced and simply have all the remaining Pragmatic races DOW. [/quote] very cool, I'll have to give it a spin. It always bugs me how the ai pretty much seems to act
[quote who="psychoak" reply="6" id="3642382"] In your description, you mentioned trading technology not once. If this is accurate to your course of actions, then your problem is right there. To play with tech brokering on, you have to trade constantly to keep up because the AI will trade each other's research around and one or two of them will pull massively ahead of you on that alone if you don't. Even with j
[quote who="Seilore" reply="2" id="3642271"] I also think this should be an option or, make it so that teams don't follow game restrictions and can trade techs/broker techs even if disabled in the game. This being that if we're a team we most likely will be trading and coordinating our efforts. [/quote]allowing them to use each other's planets/sb for purposes of ship range would be nice as well while we are going for it :D
not by far though. The ai is awful at asking for help in war. They almost always offer something absurdly low & want truckloads to do it themselves. The fact that I can't negotiate for techs and things is made all the worse. as to the cost, I didn't check what they actually want exactly & it's exaggerate yes, but pretty well reflects how they value military ships
I've never seen the ai willing to join in for an offer at all similar to what they regularly offer, even if you are asking them to join in on taking down zombie hitler it's going to cost you a ton of stuff. all together it kind of adds added spotlight to how they value military ships: - ai to human: "that tiny hull with no engine & outdated weapons in exchange for 43542364365436543 credits... I don't know, it's almost good enough <
[quote who="Seilore" reply="16" id="3642151"] Quoting admiralWillyWilber, reply 15 I was at best buy the other day the windows tablet and the androids have the same hardware. That may be, however, several things that prevent this from working...
[quote who="androshalforc" reply="1" id="3642093"] my guess is essentially that you tried to destroy something that wasnt there ultimately this is a UI bug the confirmation window should popup as soon as you press the decomission box [/quote] yea it came up proper when I reloaded the last autosave & started the decom when I got back there. probably pretty uncommon & mainly only notable because something else later could be more common or make
I was decom an econ starbase to make room for a culture/influence starbase & clicked the decom button 2x without getting the are you sure message so hit the button to go back to themain map. when I got back to the main map I got the are you sure you want to decom message 2x, hit yes each time & ctd the second. probably a one off random thing since I never encountered it before, but don't decom sb often either Debug Mess
Interesting , definitely sounds like a bug
opening up DiplomacyDefs.xml & setting ResourceAndTechTrade to the same numeric value as WillSurrenderToYou does sort of a nice job of almost sorta it at least in the 50ish turns I played, but I fully expect that it will fall apart when the ai starts to threaten me because they have a larger stockpile of tiny hulls with a laser or something. I was testing with informative diplomacy 1.4
would be nice if !UTM= !trade unless you have UTM or UTM is part of the current trade
would be nice if !UTM= !trade unless you have UTM or UTM is part of the current trade
would be nice if !UTM= !trade unless you have UTM or UTM is part of the current trade
I know that there are lots of things that can be tweaked with diplomacy stuff, but would like to take it a step further & limit tech trading to within teams. with insane galaxies and 50-60+ factions having teamks of 2-3 means that the UP can actually get triggered before you are finishing up the tech tree & think that limiting it to within team/alliance would both make them meaningful/useful as well as allow an interesting dimension.
I started an insane galaxy with me + 50 random factions set in teams of two, but no teams were assigned. Thinking I might not gave put myself in a team, I restarted with teans if three, ut still no teams. finally I opened up prefs.ini &manually assigned teams of three. Upon starting a new game after that, teams were properly assigned to the random factions. on a tangential note,
It also makes me afraid to use constructors I get from ideology /anomalies/trade fir precursor research too