While I agree that races undervalue ships while at war, nations sell each other weapons all the time (even when just not super happy about each other in all things. I think that economic powerhouses can substitute military might of their own making with military might bought by their own credits from everyone else, I just wish that the AI would do it from the player sometimes (iridium especially!). I do however agree that they should place a significantly
Tetrasodium
after fixing the yor factory upgrade loop bug, I've been playing them more and more with each game learning new things. I've found a few ways that YOR can expand to really take advantage of their differences. Truth be told, "they are awesome!" & tons of fun. Here are the main strategies I've found that work well The obvious... Play them similar to other races with a slow start, upgrade the p
[quote who="Rhonin_the_wizard" reply="1" id="3513243"] No. Colonize planets, build starbases, reseach life support, design freighters with more life support modules. Cargo modules don't need to increase range. [/quote] Good points, I think that part of the problem is because the ai doesn't take trade capabilities/contract/etc potential into account before declaring war like it does with Military strength & Diplomacy.
does anyone else feel that cargo modules should increase range? Right now cargo modules are unlocked very early in the game, even before just about any other income generating economics source, but on even "huge" maps, you are well into the age of war before anyone might be in range of a freighter :(. does anyone else feel that cargo modules should increase range? Has anyone tried modding a ShipRange bonus to cargo modules , how much & how did it work ou
[quote who="Rhonin_the_wizard" reply="2" id="3513230"] The Yor also have Unlikeable(-2) so they get a penalty to diplomacy. The declare war before even making contact thing is most likely a bug. In my first game playing the Yor 4 civs declared war on me before I even met them. [/quote] yea the diplomacy is definately a factor, it just struck me as odd that two or three games of 100+ turns tended to result in the terrans open by declaring war
I'm playing mostly industry/diplomacy with terran/altarian team1, keynn team2, & me (yor) team3... but multiple games, terrans have declared war before even finding them and not even trying planetspread is 2, galaxy is huge common planets/stars & abundant habitable. Does population size differences have an extreme influence on their decision to declare war?
I'm playing mostly industry/diplomacy with terran/altarian team1, keynn team2, & me (yor) team3... but multiple games, terrans have declared war before even finding them and not even trying planetspread is 2, galaxy is huge common planets/stars & abundant habitable. Does population size differences have an extreme influence on their decision to declare war?
. The aistrategydefs.xml file has some interesting stuff that I'd like to do some exploration with, but I haven't been able to find any info on what some of the values refer to & was hoping someone (or maybe a very festive amphibian!) could shed some light towards. [code]AIStrategy> ExpansionStrat 0 AgeOfExpansion</Te
after going through two or three 100ish turn games with yor &it fixed I'm really pleased with the yor Some thoughts & observations while posting from my phone: They need 3-4 factories on any planet for it to be able to build & grow at a useful rate... That's mitigated by the fact that they have a 16-20billion population cap on -any- planet & the farm +hospital gets replaced with a power thing +extra factory so you can grow the population &
Thanks, do you know of any other yor bugs? I've seen mention of an "eco bug"
[quote who="dragoaskani" reply="7" id="3513054"] I would blame the eco bug more then anything. You combine the slow start they get, with not being able to upgrade past a 20% production bonus per manufacturing collective and things get rough to keep up economically. [/quote] "Eco bug"? Having learned from my previous game, I just ran through ~100 turns with the factory upgrade path fixed while playing yor with knowledge of what I learned previously , I learned a few t
available here on dropbox , no other changes are made. One of the factories (IndustrialCollective?) had itself instead of the previous tier as the building it upgrades from
[quote quoting="post"] I would like to start that I have not yet tried them. I have had them in many games and it appears that they are not able to properly compete with the other nations. They have been on the bottom of all the games I have been playing.without the graphs and stuff I can't really speculate why but perhaps some attention to their ai would help. Thanks for listening [/quote] do you know which ones? That would be a trivial fix
I've only played yor about 80ish rounds, the lack of second planet -eally- hurts yor badly. With other races, even ignoring that first planet & looking for a better alternative isn't much of a hit since the planet gets to grow pop & build stuff. The really painful part is having to do that while everyone else is running economic stimulus. I think if the yor had significantly longer range than other races it could even out on larger maps since they could make up
I -want- the Ai to ally against me/Stronger Ais just like I sometimes do with them. That goes double for very large maps when an allow can mean income /resources . I especially want to see it happen during the mopup. The Ai should say things like $race just genocided $other race & moved on to attack $yetanotherrace. If victory takes thousands of turns & a significant amount of diplomacy, influence, trade, and combat to varying degre
I have a system I nabbed with influence & it has an idle shipyaes just sitting there that I can't use, move, or trade. My only option with it is to start a war to destroy a shipyard that happens to be where I want to plant a starbase :(
I have a system I nabbed with influence & it has an idle shipyaes just sitting there that I can't use, move, or trade. My only option with it is to start a war to destroy a shipyard that happens to be where I want to plant a starbase :(
[quote quoting="post"] Greetings! Today I would like to ask you guys some questions about strategy games. 1. What specific features of diplomacy do you traditionally like the most? I want you to be as specific as you can be. Which parts of diplomacy from any game do you like the most? What parts do you remember long after playing the most? 2. Looking back, how many turns do your favorite games last? This is important to know the specific number
[quote who="charon2112" reply="6" id="3512887"] Quoting Larsenex, reply 2 but...and its a big but..ONLY if the same rules that limit me the (human player) also apply to the AI. I totally agree with this. [/quote] The AI in galciv2 operated <
I definitely feel that there are some intricacies to influence flipping that are greatly improved with some of the new features (free trade. more treaty options, etc) making going to war over a flip a more difficult decision . I don't see a point in discussing the admitted basic beta AI though & will go into other stuff. One place simple deciding to secede from its union/monarchy/etc to join another is rarely a simple matter... Russia, Turkey, England & the island nati
I'm going to quote an email I got from the folks that made wasteland2 when I reported a bug. [quote] This crash is an "out of memory" issue caused by running Wasteland 2 on a 32-bit operating system with less than 4 GB addressable RAM ( https://en.wikipedia.org/wiki/3_GB_barrier ). The game's recommended<
[quote who="sweatyboatman" reply="3" id="3511154"] Why not have ships and planets turn neutral if you get too indebted. The consequence of running too high deficits for too long is that (some of) your colonies rebel and (some of) your ships go pirate. It shouldn't be just "going into the red", the effect should scale based on GDP (or the ingame equivalent). [/quote] agreed, I liked the face that you could spend into the negatives at a price. &nb
Maybe upon researching the universal translator, you get or can research the locations of everyone else's homeworlds... or even just a random % of them with a minimum. Establishing trade routes and things are vital to certain non/low combat strategies, but it's a crapshoot if you can actually do any of them because there is no good way to judge which direction to send the freighters off in. you can research trade routes early on & have multiple trade routes with your s
I've been trapped in the culture ui multiple games with only disabled traits affordable with my culturepoints. In the interest of avoiding that, I put together a little hackish fix to avoid the problem here Culturetraitdefs.xml modified so that all Disabled true traits have a cost of 999, this was done to hopefully prevent getting cornered with a disabled trait that cannot be
yea I tried sensor & engine multipliers there but it didn't work either, bh I'm not sure exactly what that multiplier is doing. Ot has a definite effect, but I'm not sure he specifics of how