naselus

naselus

Joined Member # 2608034
28 Posts 1,372 Replies 26,244 Reputation

I'm not really convinced that the social/military divider is any use for doing so at all, though. There's nothing to spend social industry [i]on[/i] aside from upgrades and projects, so it's not exactly representative anyway. Besides, the economy is more than just industrial output;, it's cash and research, too. Generally speaking, most of your planets are going to not be industry.

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I'm thinking about locking factories onto just producing Military output, so that social is 'locked' at 5 per turn (possibly + base production). Not sure about it yet though.

735 Replies 1,238,396 Views

Again, this was stuff that [i]ought to be[/i] locked out by various chunks of xml in the diplomatic behaviour files, yet the effects do nothing. I suspect either a substantially missing chunk of hardcode which ought to point to these values, or else something being rather bugged (perhaps multiplying incorrectly). For example, the xml in the mod pretty much blocks alliances at under 70 relations (very hard to achieve) by making the AI refuse it; this has no effect. In va

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Yeah, there's something wrong with the files that control AI willingness to accept treaties... as in, it ignores them completely. I'm now coming to think the diplo module is so incomplete that it can'take be modded to work properly... which is a shame, since the design actually looks very good. But stuff seems missing in the hardcode.

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[quote who="androshalforc" reply="16" id="3593536"] So how does the stacking bonus work? From what ive heard it sounds like it increases the value of items traded for by the number of items traded for. If thats the case couldent it be exploited by simply offering multiple items? say 10 tiny hulled ships with no modules that i churn out in one turn? [/quote] These two lines: [quote] <AITradeItemCountPriceHike&g

26 Replies 68,532 Views

That doesn't do anything about the other dozen areas where it remains completely exploitable. The AI would happily give you all it's techs for money even if it's coffers are overflowing. The stacking penalty at least allows it to price gouge you for having the nerve to do that. The stacking penalty is effective and reasonable inobtrusive. I agree that ideally it won't be needed, but it should be one of the last crutches removed from the diplo AI; it'

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I think it balances now. Remember that PD needs to stand up to 3 times as much firepower as armour per hit. I'm not sure though; it's extremely complex because of the variable DPS of various things. Go, play test, find out :D

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The AI chooses which victory condition it's going for fairly early; possibly before the start of the game during galaxy setup. If it picks a conquest victory, then it'll get the 'we love war' diplo penalty. It's just there to prevent it deliberately preventing itself from winning by really, really liking people. The actual amount of the penalty depends on personality type. The relevant xml can be found in Diplomaticmodifiers.xml in the Game folder, a

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[quote who="MacsenLP" reply="78" id="3593388"] The thing is can it ever be well balanced? [/quote] Yes, I think it can. As I say, there's nothing mechanically wrong with the diplo interface. When two humans seek to barter together, it does the trick. Diplomacy need to offer that kind of freedom. The problem is an AI one. And I'm not really speaking specifically about GC3 atm; this is true of most 4xes, which have nea

89 Replies 332,407 Views

Um... you're sure that you meant to post this in the GC3 forum, right? :) The diplo AI is very easy to exploit. More so than most 4Xes, in fact. You can sell it vast quantities of resources it just doesn't need, and it'll hand over ladles full of cash. It'll pay you good money for bilateral treaties that you clearly need and it gets no advantage from. You can spend the whole game just paying the AIs to go to war with each other, even if they hate y

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Yup. Basically, if you mod in upgrades to the colony capital, then you get all sorts of funny behaviour. Might be something for SD to be aware of in case you plan to add upgraded colony hubs later, or if the idea proves generally mod popular... but not a change 99% of the user Base would see any benefit from at all presently.

6 Replies 18,708 Views

[quote who="sjaminei" reply="76" id="3593373"] Two people agreeing on the internet after an argument? What sorcery is this?[/quote] Meh, it's happened before. That was on an AOL board in 1987, but it DID happen. Anyway, I think we've covered micro to death now. On to Macsen's diplo point. I don't think that diplo model is fundamentally broken. Sure, it's not very innovative, and it's presently ve

89 Replies 332,407 Views

[quote who="a0152570" reply="519" id="3593370"] My mistake, I took on look and saw the life support and assumed it was standard and put my change in. I prefer to use the default 99% just for starbase upgrades (via the request button) When i need a LR/fast one i make it, after it done its thing, i'm back to the default which concentrates just on C Mods. I get your point on sensors as i have used LR constructors as scouts ready to capture resources. But typic

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[quote who="eviator" reply="71" id="3593356"] Your point is made. It's a pointless point that appears to be aimed at mind control. [/quote] 'Points that appear to be aimed at mind control' is also known as 'reasoned discussion' unless you're attempting to imply that I'm a super villain. :) And it's not pointless. It's quite pointed, in fact. In the game will still be more or less as micromanage-y

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Only the few hundred people playing my mod, since vanilla doesn't HAVE colony hub upgrades :) I suspect it's something only SD can fix, but since it's not actually part of the base game I wouldn't hold my breath on it happening any time soon; the dev team have rather more pressing concerns than code fixes to make one specific mod work better. I'm considering removing them and just reverting to the base game system, where you get a flat empire-wide pr

6 Replies 18,708 Views

[quote who="jju57" reply="10" id="3593325"] The stacking penalty is the thing that should be removed. [/quote] God no. It's one of the only things that makes the AI harder to abuse. The AI is simply never going to be as good as a human on this side, and the stacking penalty is it's only serious defence aside from horrible 20-turn duplo lockouts.

26 Replies 68,532 Views

[quote who="eviator" reply="63" id="3593174"] That's ridiculous, even you must have felt weird writing it. If it reduces micro for most players, some players, or even few players using a particular play style, then it is in part a micromanagement change, especially if the devs intend it to be so. It will reduce play options, thus changing my play style to include fewer micro actions. Objectively speaking, my micromanagement will be reduced. It's in part a micro-reducing patch for

89 Replies 332,407 Views

It's entirely a balance change. It does not objectively reduce micromanagement. This sentence is the telling one: [quote] It IS objectively a reduction in micro, for many players. [/quote] An objective change cannot be qualified by 'for many players'. It either objectively is or isn't. If it's only a change for some people, then it's a subjective change. And in this case, you're mistaking your subjective wil

89 Replies 332,407 Views

[quote who="Turkwise" reply="58" id="3593028"] I don't agree. I play by setting my research/wealth worlds to 100% (usually) and this new system actually will make a big difference in how I play. The difference is in the reason for micromanagement: I set sliders to 100% in order to make the most of my specialized worlds, then change the sliders so that I can upgrade my buildings. With this new system, I can maximize my planet

89 Replies 332,407 Views