Gaunathor

Gaunathor

Joined Member # 2472842
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[quote who="DMF" reply="102" id="3612641"] While I understand the thinking behind weakening SBs, seems to me that the real fix would be to remove the tumor from the AI's brain: de-prioritize SB attacks. [/quote] If we could have done that, we would have. It's hard to change the AIs behaviour without access to the source-code. We are just glad that Frogboy was willing to fix some of the more serious bugs in the AI code. [quote who="DMF" reply="102" id="3612641

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[quote who="Maiden666" reply="1564" id="3612607"] Well, for one the SporeWeapons-boost & the 100% soldiering-boost for their TechVic (I can't see how that stat will help them win the map technologically if TechVic is disabled). [/quote] The only boost to Spore Weapons is the aforementioned 10% bonus from Germ Warfare. As for the bonus from Tech Victory, I completely forgot about it. Probably because Tech Victory doesn't provide any ability-bonuses in AT. In any c

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Okay, how about the following for the UP proposals? Welfare01: Instead of 5% for 2 years, it charges 10%. Welfare02: Instead of 2% for 3 years, it charges 5%. Welfare03: Instead of 7% for 1 year, it charges 15%. StarbaseTax01 and 02: Instead of 5bc, 3bc, or 1bc per week, the options are 10bc, 7bc, or 5bc. StarTax01 and 02: Instead of 10bc, 5bc, or 2bc per week, the options are 20bc, 15bc, or 10bc. WarfareTax01 and 02: Instead 20bc, 15bc, or 10bc, the options a

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[quote who="Maiden666" reply="1561" id="3612578"] The thing what I don't get is *why* the Korath's racial & tech design is so much centered around Soldiering? It does only help them defensively, this stat only holds 50% of its power than it does for other SAs. [/quote] What do you mean? Their racial bonus is 30% (originally 10%). Germ Warfare currently adds 10%. That's 30% more than they originally had, which is equalled out by the fact, that their tech tree

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[quote who="Maiden666" reply="96" id="3612558"] To fix that, we gave SBs only offensive power. [/quote] What are you talking about? There still are defensive modules. They are unlocked by Shields III, ECM III, Duranthium III, Superior Force Fields, PD Combo III, and Ultimate Adamantium.

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[quote who="Maiden666" reply="1559" id="3612496"] The Range-Ability displays "sct" as bonus-units - that should be %. [/quote] I missed that earlier. Thanks. [quote who="Maiden666" reply="1559" id="3612496"] Would it be possible to swap the political parties of Drengin/Korath? Thing is that Drengin need soldiering more than Korath do, whereas Korath need loyalty more for their sporeworlds. Drengin also get some military ships for free while Korath have to build

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All right, here are the new files and the updated changelog . I've made sure that all of the mentioned changes have actually been done this time. Here is an overview of all that is new: AbilityBonuses.xml Range: changed Description from "+1 to Initial Range" to "+

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[quote who="Maiden666" reply="1555" id="3612436"] No idea why you get +3 & +8... we must be counting something differently.... [/quote] I had another look, and am now getting the same values as you. In my previous test, I began with the Terrans (no bonus) and then took control of the Torians (+10% bonus). That may have caused an error in the range-calculation. [quote who="Maiden666" reply="1555" id="3612436"] tbh I still find 30 points way too expensive esp.

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Okay, the zip-file is up-to-date now. The new political parties still need some work. Primarily their descriptions and the bonuses. I've also adjusted the default-parties for some of the races: Terrans - Egalitarians Drengin - Totalitarians Arceans - Industrialists Torians - Expansionists Yor - Isolationists Please tell me what you

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[quote who="Maiden666" reply="1552" id="3612396"] are these links up-to-date? because the RaceConfig.xml still contains the -30 diplo penatly of the Yor. There's also no new parties although the changelog mention them... [/quote] The changelog is up-to-date. It got accidentally updated when I was uploading those screenshots earlier. The game-files, however, are out-of-date now. They don't contain the new political parties and the new UI-files yet. As for the Yor stil

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[quote who="Maiden666" reply="1549" id="3612319"] The AIs pick randomly, perhaps an intent to create factions with different strengths even at the same diff level. [/quote] Possibly. [quote who="Maiden666" reply="1549" id="3612319"] Setup is medium map, with 0% range, and 10% range, respectively. I checked on initial range of an empty cargo hull, then gave that 1 basic rangemod, then 2, then 3. Racial bonus: 0%:___10% No mod:____

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[quote who="Maiden666" reply="1547" id="3612287"] I already have some symbols present (from my personal mod) which were derived from some of the old symbols, if you find one appealing take it. [/quote] Thanks. I think Automatists.png should work for the Totalitarians, and Explorers.png for the Expansionists. [quote who="Maiden666" reply="1547" id="3612287"] Expansionists seem very strong considering how expensive speed is in the distribution points spe

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[quote who="Maiden666" reply="1545" id="3612268"] If you agree you could let them have 20% moral 10% popgrowth and no influence. If a player wants to go for high influence there is Pacifists. If he needs strong moral he has Populists. For good popgrowth as well, considering the strong ties of growth with moral. The Universalists still stay strong & unique because of their luck bonus. [/quote] Seems reasonable. [quote who="Maiden666" reply="1545" id="3612268"]<br

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[quote who="Maiden666" reply="1540" id="3612200"] Unfortunately there were also new bugs introduced - eg IP trade was nowhere near profitable in DL [/quote] It's been a while since I've played DL, but if I remember correctly, IP trading was pretty much pointless. You couldn't get anything for it. In TotA you can at least buy something with it. Though it is a bit too strong now. [quote who="Maiden666" reply="1540" id="3612200"] That's true. I just

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[quote who="Maiden666" reply="1536" id="3612165"] SD actually took other stuff out (for example setting CivCaps) so they actually have an interest to not make OP stuff available to the player [/quote] Yes, they do give that impression sometimes. Especially when you consider their nerf of the engines in DA and TotA. And then there are situations like the overpowered sensor-stacking in GalCiv 3, where Frogboy explicitly said that he sees no problem with it, because he uses tho

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Besides changing farms to give proper food production again, there are some other things I'd like to implement. However, I'd first like to hear your opinion. Invasion Tactics: -Remove the tactics Intimidation and Marines. Intimidation is identical to Information Warfare, making it redundant. Marines doesn't add anything new. Plus, Stellar Marines already unlocks Core Detonation. -Reduce the max PQ-damage o

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[quote who="Spinorial" reply="1533" id="3612118"] GalaxyWnd: extended the combo boxes for custom map and scenario, they were absurdly inconvenient to use CustomOverViewWnd: extended the political box at the expense of Tech and added a slider to the scrollbar; much better behaved... [/quote] I'm not sure what I'm looking for here. Nevermind, I'm seeing it now. They look fine to me. [quote who="Spinor

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[quote who="Maiden666" reply="1531" id="3612054"] fleets were also formed. but initially the pirates had no targets to go after in the near proximity. So they stayed dormant + non-fleeted. But whenever a suitable target appeared they would first form a single fleet, then send this fleet against the target. [/quote] That would explain what I was seeing. With the exception of the occasional scout, there were no targets in the area.

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[quote who="Maiden666" reply="1529" id="3612027"] how did you create the pirates in the first place? surrendering as player doesn't seem to work for me... [/quote] Take control of another race (preferably evil aligned), build some combat ships with it, and then give away all of its planets. Go back to your old race (or any other one), and end the turn. At the start of the next turn, the test race will be declared destroyed, and some (or all, if evil) of its ships will be

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[quote who="Maiden666" reply="1526" id="3611997"] But doesn't that get overwritten by choosing a difficulty level during the games setup? At 50 AiAbilities will he use all algorithms available? [/quote] Yes on both counts. [quote who="Maiden666" reply="1526" id="3611997"] Perhaps the Pirates need some of the suicidal bonuses by default irrelevant of the diff level - such as no FOG, increased sensors or whatever cares about their range. From that it would mak

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[quote who="Maiden666" reply="267" id="3611996"] I'm wondering if perhaps that bug could be responsible for that? Or did you ever get something out of it? [/quote] Yes, I occasionally got something useful out of this. Mostly generic techs, because most of the race-specific techs aren't tradeable in both the CU and in AT. The "would be willing to sell the techs in exchange for planets" part always felt like flavour text to me. Actually offering planets rarely provided

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[quote who="Gaunathor" reply="1524" id="3611965"] Actually, why don't we use the tier 0 improvements as UpgradeTargets? If the minors have access to Industrial Revolution then they're going to use the regular Traditional Factory and Entertainment Network. Otherwise, they use their own versions. It's similar to what I did with the Entertainment Network and the Traditional Temple/Minor Hatchling Mound. I still need to test it, but I see no reason why that wouldn't work.<br

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[quote who="Maiden666" reply="1522" id="3611953"] They're potentially weaker now than before, in a game Yor vs Terrans they can't build a single improvement in turn1. [/quote] That's how it was in the vanilla game too. But yes, it is a concern. [quote who="Maiden666" reply="1522" id="3611953"] 1. Duplicate the generic starting improvements but give them an own name, then attribute them to the MinorHistory tech. Integrate a second upgradetargetline in

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[quote who="Maiden666" reply="1520" id="3611802"] here they are [/quote] No wonder I couldn't find them. I've been searching for 0 . Anyway, it's fixed now. Here are the updated files and the new chang

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