Full-on workshop support is the key, tbh. Releasing a mod here and on the nexus might get you a thousand downloads, but the workshop allows you to reach an audience massively larger. I know several of the early full XML modders from a few months back have pretty much switched to just doing downloadable ships or races, because the distribution channels for real mods are presently so poor. Consider - Gauntlet's mod (the most popular actual mod on the Nexus, as o
naselus
[quote who="Archcreature" reply="11" id="3597367"] Question to all of you. Did all of you, use the rally Points in Your game ?, when the AL ships parkin/gather at Your Territory near (shipyards,rally-Points,and around clusters of Your ships.) if so then there is a bug when you use rally Points. (might be the possible bug, but just one out of many theories) [/quote] Nah, the AI does this regardless of wh
[quote who="Syntax_VI" reply="573" id="3597342"] great, looking forward to it immensely [e digicons]:)[/e] any word on the drengin tech not having access to Port of Call's and the dead end Protein Re sequencing (doesn't unlock any building or add anything at all as far as I can tell)? [/quote] Fixed both. Protein Resequencing does unlock a building, but there was a typo in the precursor (do a search for 'prot' in
Mujch of that's already been addressed in the 1.4 patch I'm preparing: [quote] 1.4.1 * Upgraded codebase to 1.4. * Made big nebulas much bigger. I think. * Reconciled UI changes * Focuses set to 100% * All terraforming improvementsa are now colony unique; all can be used on any tile on the planet. * Removed filler drives and life support modules. * Increased AI production bonuses by about 100% on higher difficulties.
[quote who="Seafireliv" reply="4" id="3596089"] Is it me or is it sometimes difficult to tell what the UP vote decision is on a resolution? Sometimes I can`t tell if it`s Yes or No, there`s no indication. [/quote] The whole UP screen needs some work really. There's a general lack of information on the screen.
They said 'end of this month' in the dev stream, so probably next week.
I think this is actually a dual bug tbh. At low relations, the AI is meant to shadow you within it's territory. But bug A is that the AI isn't checking it's territory properly, and bug B is that is doesn't check the relations levels before activating the behaviour - bug B applies to all AI diplo, from accepting alliances to unsolicited enemy assistance.
Yeah, it's still picking the 'least bad' option from a random list (and 'least bad' is not necessarily what you or I would consider the least bad). If it has nothing to say, it's still going to pick something and say it, no matter how divorced from the reality of the game it is.
RAM is the key to big maps. With the 16gb model, you should be ok; the 8GB one will probably run into trouble on the biggest maps in late gameplay. The GPU doesn't make a whole lot of difference in my experience; I'm using an old 680GTX and have no issues, so the dual gfx on the Surface Book are unlikely to see much impact. Processor-wise, it's hard to get the exact specs for the Book - without knowing cores and frequency it's impossible to guarantee that it'll be fine, bu
The AI likes to keep in touch. It wants to message the player every 10 turns or so. It picks what to talk about from a weight table. Early on, many of the messages it can choose make no sense. But it still has to pick the least bad option... so yeah, it will accuse you of settling its space or of a military build up before you have weapons etc.
[quote who="Cat_Fuzz" reply="2" id="3596751"] What I mean is that instead of having three ideological choices, you have as many as you have personality traits. In turn this is limiting your ideological choices from potentially 60 (with difficulty) to 20, but the ramifications of those choices and how they interact with other races increases from three (good, neutral, evil) to significantmy more. [/quote] Yeah, but again diplomacy is already pretty thorough in
Wouldn't that be more like removing options? I mean, the AI's behaviour is already dominated by its personality. If its ideology choices are also restrained by it, then that ultimately means a less flexible system.
We're not missing the point. Where your ships sit in formation during battle is determined by their role. Attempting to discuss the battle viewer without discussing roles is like trying to discuss architecture without mentioning buildings. If you want ships to be between your carriers and the enemy, then you need to be building ships with the right roles to do that; if they're being targeted first, then by definition you aren't.
[quote who="Spruticus" reply="563" id="3596566"] I think the terraforming que might be locking up on the first set. I noticed that if the AI has multiple options of the same type of structure it seems to chose which one to build randomly. If it then chooses to try building a low level terraforming upgrade next, it might lock out the later ones. To test this i changed the terraforming improvements back to planetary unique, but had each terraforming tech link to 4-5 identical on
Got the mod working with 1.4; not a massive barrage of changes. The governors file looks to have been completely re-written (only 300 lines of script instead of 1200), governor bonus defs is gone, replaced with focuses (which are almost the same file), and there's a few new lines in GC3defs.
I'm on a non-overclocked I5 3570K 4 core at 3.4 ghz with 16 gig of RAM and a GTX680, and I'm not having trouble either really; often playing (or soaking) to turn 600+ with 30+ opponents on modded 1200+ planet maps.
1.3.5 released: [quote] 1.3.5 * Removed the Colony Capital upgrades, regretfully. * Added +20% production to interstellar Governance line. This makes the earlist one more powerful and the later ones weaker then Vanilla. * Adjusted AI's Wartime strategies so that it isn't so overwhelmingly dedicated to military techs. * AI generally less over-keen on military tech from turns 100-300. * Reduced weight of military for all races,
[quote who="LSD-XTC" reply="2" id="3596493"] So you are saying since I am using the default design of a ship the AI is putting it on the front lines to get destroyed? [/quote] No, he's not. There's a set of ship Roles which are determined when the ship is designed. Weapons give Threat, defenses give Fortitude, and things like carrier modules give Value. Things with high fortitude will get shot at first, so
If you want to play a normal game, then just turn them off. I only put mega events on one game in maybe a hundred, simply because they're pretty much designed to throw the whole game wildly off-course and drastically screw up the balance of power. The civ-equivalent would be something like global warming or an alien invasion. It's something to keep things interesting for veteran players rather than being a real part of the game, imo.
[quote who="Maiden666" reply="12" id="3596472"] isn't it called "wariness"?[/quote] No. Wariness is 'to be wary' - trepidation. Weariness is to be weary - tired, exhausted. [quote who="Maiden666" reply="12" id="3596472"]tbh I don't like it if a defeated party is penalized (1) they already are usually in a somewhat weaker position because to invade a planet demands for space superiority ie. stronger military on the
[quote who="Maiden666" reply="9" id="3596475"] Remove that crap entirely, relations should be based entirely on what you do who you are what you represent and not on buildings or other constructed stuff[/quote] Meh, I don't object to the principle of having diplo bonuses from buildings, but those buildings should be heavily restricted (one per player, or even one per game) and the scale should be big enough to cope.
I've not altered the event files
[quote who="Director" reply="6" id="3596204"] I see no reason robots should be immune to war weariness. War almost always means economic hardships and perhaps even shortages. What is a poor robot to do if the squeaky wheel can't get any grease? [/quote] This, tbh; war weariness shouldn't just represent the population getting pissed off. It's also representative of the strain on the economy caused by young men (or robots) being called up to serve in
[quote who="PocusFr" reply="6" id="3596261"] There is no blame on me or on stardock. But I would prefer to not have this kind of exploit temptation. I can probably mods the artifacts so they give a flat 500 RP. This is big but not that huge at the beginning and remains a nice value for many turns I believe. [/quote] I'd suggest you just set your survey ships on auto and ignore them tbh :) While I see your point, I think the problem m
[quote quoting="post"] Perhaps we need a "gang up on the leader if he is a human player" code for the AI. No one empire right now could hope to withstand me, but two or three out of these 13 would put me on the defensive for a while. [/quote] NO. No stupid 'stampede the leader' mechanics; they're utterly immersion-breaking. The reason you're walking it is because those embassies are giving you a huge diplo bonus, wh