jju57

jju57

Joined Member # 2559045
2 Posts 49 Replies 317 Reputation

I love those speed numbers. The biggest issue I had with GalCiv2 was the AI ships never got close to my speed numbers. I could always run away from a stronger fleet or always catch that weaker and slower fleet. And now with sensor's nerfed it makes for interesting possibilities.

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I don't have the data in front of me so pardon if my numbers are off. If the percentage reduction in mass is equal to the percentage increase in a stat then the mass reduction is the better way to go. But I noticed that is not the case for most optimizations. Usually it is 15% stat increase vs. a 10% mass reduction. Using an engine of 10 mass and 10 base speed the BE formula is as follows: 10X = (x-1) * 11.5 which means 7.667. Or if I had 8 engines doin

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I'll restart with a mix of incredible and the one below it. One other thing I think might need to be changed. The optimization techs almost always offer us a choice of +% increase in stat, -% reduction in mass or -% reduction in cost. Well cost is probably the most useless as once you get your wealth/industry planets up and running it doesn't matter. In vanilla size reduction might have been a decent choice (barely) but in the mod it isn't worth it now. &nb

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So my base empire was 48 worlds. I had 16 industry based, 16 research and 16 wealth. By turn 250 I think I got it won. I'm leading in everything and have a 1000 gain in money each turn even without any trading. I'm now starting to gobble up three smaller empires. Or I just may restart the game. This one was on normal difficulty. Does the mod work well with higher difficulties? Should I just restart at a higher difficulty level? <p

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The MSB has a limited effective range. So here's your problem. In order for you to get that bonus your fleet must be in the limited range of the MSB. Outside of that hex your MSB is toast and outside of that force multiplier range the MSB is useless. Now here's a simple scenario. You're trying to defend against an invasion. Let's say your MSB even guards the planet. But now your fleet is stuck in the MSB hex. As you yourself said

55 Replies 82,063 Views

[quote who="joeball123" reply="46" id="3591159"] Quoting jju57, reply 44 You know this is not how things work. My fleet with their super engines can move in, kill the SB and move out all in one turn. There is nothing forcing me to fight that fleet first. Have you never noticed that you can fle

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Got to play some more. Nearing the end of the colony phase and have seen the constructor rush going on. Seems only one empire is building military ships in any numbers which is a good thing as the techs just aren't there for anyone to go offensive at this point. I saved and removed FOW to see how the 15 other empires are doing. The former minor AI's seem to lag behind even when they have a decent starting position. Out of the normal main's only the

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[quote who="joeball123" reply="42" id="3591005"] Quoting jju57, reply 39 Like I said the AI is too dumb to take out the SB giving you that big bonus but when you fight the AI what is the first thing you destroy? The bonus giving SB of course, especially since you know it won't cost you any damage (or very little). </di

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[quote who="00zim00" reply="8" id="3590954"] I remember Brad saying something about the reason the AI can see everything is because if they had true FOW like the player they would need to save a value for every hex for every AI telling it if its seen a hex or not. Times that by a 100 Ai map and that's a huge number! But seeing as 99% of the map is empty its kinda over kill to save every hex value. As the limiter/figure based on range idea would in affect reduce the need for saving ev

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The problem is I will need dozens or 100+ of these military SB's all over the map. My one fleet does cost more than a single military SB but it also never loses to that military SB so therefore even if the cost is just 10% it's a wasted 10%. Like I said the AI is too dumb to take out the SB giving you that big bonus but when you fight the AI what is the first thing you destroy? The bonus giving SB of course, especially since you know it won't cos

55 Replies 82,063 Views

But in GAL Civ2 I would just have my fleet take out the SB and all bonus is lots. Only the AI ignored the military SB's. Only way to make military SB's good is to have them cover a very large range where an attacking fleet can be intercepted before they destroy the SB. Or have the military SB's extremely strong where it actually takes a more advanced fleet to destroy it. Otherwise they simply aren't cost effective.

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Military SB's by themselves won't cut it and I also don't use them. But if I could add all the military stuff to other SB's (like mining) then I'll use it. Right now it's cheaper to place a mining SB and if it's destroyed just rebuild it with 1-X constructors. I use fleets as the protection.

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Let's be honest here. The only reason for different weapon types is to create uncertainty. Empire A has beam so you have to have deflectors as defense. Empire B has kinetic so you need armor. Which do you build? That's why they want to balance DPS for all weapon types. Ship roles are the issue and I think the idea to target based on threat is probably the best one so far IMO.

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My 2 cents. I think the game has it pretty close to right. Influence from a planet is not the same as a SB dishing out influence. SB's are offensive tools and should be treated as such. Place a SB near my worlds and if it starts to impact me I'm going to blast it. That's what we would do as humans. So why can't the AI react the same way? You want a passive aggressive approach without any consequences.

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I started a game last night with your mod. I changed a few things around but they were all related to resources as I wanted to tone down how often they appeared on the map. I'm barely in the game (turn 36 I think) but I noticed a few things. I know you removed the colony event but it might have gone too far. I was only able to get my first ideology pick after I colonized about 10 planets. I then had to pick missionary instead of my normal fre

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I fully intend to try this starting tonight. I like to play a custom race and am still reading the files to see what was changed there. I guess I can now pick something other than patriotic since LEP is no longer there in it's original form. I also used to reduce trading and popular (tourism) in favor of other things but might have to adjust now. In vanilla trading wasn't worth it at all so better to use those two points elsewhere. My mai

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I'm not defending carriers in CG3. Carriers even in 1940 were stand off type weapons. Remember the Bismark was damaged by 6-8 very old Swordfish bi-planes, not to mention the Italian BB and two UK BB's sunk in December of 1941. So I bet the goal was to mimic this in CG3. But the problem is in WW2 and even today if you take out the LIMITED number of fighters and bombers then the carrier has no offensive power left. In CG3 doing this part o

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Would your AI have issues on a extreme map where the number of stars planets were about 40% of what they are now? Some other thoughts/questions. In the change log you mention where you got the AI to specialize planets which is a great thing. But also in the change log it looks like you scaled back on the benefit of doing this. Or am I reading that wrong? For example all worlds seem to need approval buildings more than ever and growth bonus is fla

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I've read through the change log file and looked over much of what you did. Kudos to you. You did a fantastic job. I might want to borrow this and change a few things around to better suit my style of play. As for my question, has this been tested out on the small maps and really big ones? How does it play out for the different sizes?

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Nice ideas but what if I add a single small weapon to a ship with massive armor? It is no longer classified as support in your list. And if you ignore one small weapon then what about two small weapons, etc.? Humans will always game the system unless it is completely random in nature.

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