I love the changes so far. I especially love that they got rid of the individual plant management thing.
jju57
[quote who="Syntax_VI" reply="539" id="3595098"] I limited myself to 35 planets thereabouts [/quote] You must play on a smaller map size. 35 planets is nothing on immense as there are literally hundreds of planets.
[quote who="Syntax_VI" reply="528" id="3593876"] One thing I'm not sure you were intending, or if it's considered an exploit, but I often fund my early game with Duterium (sp). 5 units of the stuff usually nets me 65 credits per turn from most AI's. [/quote] I personally think that trading away resources where no one needs them due to over abundance is a gamey thing to do. I changed it so resources are a rare item and you would be lucky
Wish the opt in was today or tomorrow as this weekend is the first one I'll have lots of free time to play.
[quote who="Syntax_VI" reply="516" id="3593335"] Odd bit of behavior I observed after checking my first game with your mod, and just running a soak with your latest version: The Yor and their home planet Iconia, I have observed that the AI *does* terraform this planet, but in both version (1.2xx and now 1.34) the AI doesn't actually build anything on the new tiles. Leaving Iconia mostly empty. If anyone else has a game that has gone late, can turn on god
I'm talking about tech trades. Resources issue stem from way too many in the game. If they were rare (like in my custom games) then you don't trade those away you actually trade for them. So to clarify there shouldn't me stacking penalties in trading multiple techs back and forth.
In the stream SD mentioned that since the AI was doing so well they would remove some of the bonus things the AI gets. Can you PLEASE remove the bonus where higher level AI's have no FOW? This is the one thing that makes the game not fun. Sensors are useless to the AI as they see all anyway.
It makes zero sense to have a stacking penalty on trading. All it does is cause more micromanagement. The AI can easily trade 2 items with another AI empire and I've seen it done. The AI already has a decent enough logic (and improved in 1.4 from video) for trading things. It doesn't give away bad trades so I don't see any issue why we need more useless micromanagement here.
The stacking penalty is the thing that should be removed.
The stream did a great job showing off 1.4 and all the improvements. Too bad we have to wait a month for it.
1.4 looks amazing. This is the game I've been waiting months to actually play.
Playing your great mod with a few changes to speed and starbases on the largest map. Still really early but very happy with the way things are going. I'm using very slow research and slow production. I also have teh AI set to the one below godlike. I removed FOW to check on things and all but 2 of the 18 AI's are doing as well as expected. These were former minors and for whatever reason they haven't done much to really colonize or expand. I'
Thank you for that help. That is exactly what I'm looking for.
I understand what you want to achieve. I have a different question. In the change log you have "Culture buildings now add small ideology point-per-turn multiplier effect." What ideology does this impact if I unlocked stuff in two ideologies?
By it being a variable that means you can't dictate to me what is fun and I can't dictate to you. We can change it to our definition of fun. And just like you make changes for small maps I want this exact same ability for very large maps. And it would be super easy to do. It is no more difficult then adding in any other XML variable.
The point is on large maps I can easily have 20-30 opponents. And I won't encounter half of them till late mid-game. So they can gobble up each other and become an extremely powerful empire while I'm doing the same. Many times I'm placed near a corner. That means my home world is hundreds of hexes away. Anything build there, including troop transports take 20+ turns to get anywhere. So let me reverse this. If you are playing on a small
Yet on the small to medium maps I can move my ships in 1-2 turns max. So it happens right now. What we disagree on is if this should be the case for very large maps. To me it is boring waiting 20 turns for a ship to get anywhere. I currently have speed 17 ships on an immense map turn 90 or so. I have only one small corner of the map and it already takes 5 turns to get anywhere. My older ships with 6 or 7 movement are now garrison type ships. Plus th
[quote who="Taslios" reply="1" id="3592402"] Honestly, I disagree... On the larger maps spending the money to research ship speed is essential. and having things be massively far apart makes the player plan more. If the ships could easily move across the map in one turn that would really mess with defensive lines and what not... [/quote] You missed the point. &n
I would love for SD to create a new variable for ship speed based on map size. And then let us get access to it to modify the multiplier. Right now high engine engines on a small map are WAY too fast. And only the very last techs for engines on immense maps allow for you to move at a decent rate. So the solution would be to have a variable that allows us to scale engine speed. This way SD can make engines standard for the smaller maps and we simply increase its r
[quote who="naselus" reply="484" id="3592270"] There's a big difference between your giant main battlefield being able to attack 20 times and being able to attack 40 times. Combat is too easy, and a major reason for that is being able to use 1 all-conquering fleet to move between a dozen targets and engage them in a single turn. Slower units will force you to spread your forces more, and helps to compensate for the AI failing to fleet up. 20 moves a turn is probably still too generou
[quote who="naselus" reply="478" id="3592207"] I don't really agree, and there's a couple of reasons why: First up, we have the simple fact that every point of movement is better for the player than the AI, due to the AI only ever attacking once per turn with any given fleet. This alone is, in my opinion, enough to justify capping speed somewhere around 20, simply to prevent the player jumping into a staging area, wiping out 5-6 fleets, and then fl
[quote who="naselus" reply="474" id="3592163"] Quoting jju57, reply 472 In reference to the speed of a ship I understand that moves = attacks. But playing on the two largest maps is boring unless you speed numbers of 35-40. It simply takes way too long to go anywhere. So I'm worried you are balancing
[quote who="00zim00" reply="471" id="3592027"] Ill probably just fiddle with the files, albeit most likely unsuccessfully lol. The 1.4 (maybe 1.5) update where they are going to make the map spawn planets based on number of races and map size, etc. Or something to that effect I remember hearing, will hopefully just fix it anyway. I was just getting impatient as each update seems to not fix the underling issue or making it worse by making planets more and more rare. [/quote]
In reference to the speed of a ship I understand that moves = attacks. But playing on the two largest maps is boring unless you speed numbers of 35-40. It simply takes way too long to go anywhere. So I'm worried you are balancing to smaller maps. After all on these huge maps your fleets shouldn't be all bunched together anyway. And with the nerfs to sensors you can't really see out that far so having a high speed doesn't allow many attacks if you
I use a 1/3rd of colonies for each grouping. 1/3rd wealth planets, 1/3rd research and 1/3rd for production. Wealth planets should be just that. And don't forget to increase population. This version places much more importance on planetary population.