It's controlled by the 'base' number in mapsizedefs.xml. Each map size has Base listed, and this number is then modified by the Stars modifier for frequency in mapsetupdefs.xml.
naselus
OK, so I've been thinking about ship roles a fair bit. And tbh, I think they need to change. A lot. The present system is basically an MMO dungeon group approach. You have tanks, DPS and support. The tank hopes to soak up all the damage, the DPS causes as much damage as possible and the support sits at the back buffing everyone. And that's what we have here - Escorts and Guardians are tanks, Interceptors, Assaults and Capitals are DPS, and Support covers everyth
[quote who="Turkwise" reply="11" id="3590331"] CWDIGAMES, sorry, but I have to say you have no idea what you're talking about. [/quote] Pretty much this. Glancing through the wiki does not mean you have comparable knowledge to those of us who have been playing the game for 6 months. Attempting to make suggestions as to whether something is balanced or not based on this is absurd. We are aware of ship roles, we have read the wik
[quote who="Annekynn" reply="4" id="3590346"] The AI should NOT use the players designs. A player knowing this can purposely make terrible designs and hope the AI picks some of them. Now if the AI only uses the designs that the player actually builds then that helps though it becomes quite lame and boring as it at that point is just playing as China pretty much. What we need is variety in designs, but if coding the AI to intelligently design ships is too much then I guess all this is a s
It'd be nice to see SD setting up an AAR forum for this kind of thing tbh. It's a good community-building exercise, and might encourage more activity on the forums - plus, AARs are cool to read and should be stored somewhere where we're able to find them all easily, without having to wade through a million spam threads about whatever this week's hot topic is.
One of the things with any complicated system is that it generates jargon. Learning that jargon is a necessary step in learning how to use the system. As Tetra says, we're perfectly happy to explain anything you ask us about... but yeah, making a comprehensive guide to modding is basically an enormous task, since there's a lot of different areas to play with and even as a group we haven't figured out how to do all of them yet - and you need to ask different people about different
Yeah, you've given us two lengthy lectures about GC3 based on.... well, nothing. Telling us carriers aren't overpowered without ever actually experiencing the game was a bad move that was quickly torn to shreds by people who'd actually played; telling people that GC3 is well worth the money despite the fact that you haven't actually played it yourself is frankly disingenuous. You have no idea whether GC3 is worth the money. You suspect it is, but you'
Yes, if you redesign the colony ships, rush-buy them, and obsessively restart the game until you're in the middle of a really densely-packed part of the map.
There's no effective anti-aircraft guns, nothing which is much better against small ships than larger (and visa versa tbh). Kinetics and missiles ought ot be fulfilling these roles, but there's simply not enough difference between them.
There's already a very detailed thread on how to make a race.
[quote who="a0152570" reply="9" id="3589993"] I know it true cause FB said it (+meta) BUT man this is hard to believe. I mean i can see how newbies start this way (i did) but as you learn and get addicted you just have to level up. Don't dispute your data but i also find this hard to believe, i mean i do BUT.... You guys do absolute great work (SD should put you under contract). If the "advertising" (ala workshop) was better i don't know why the vast
[quote who="Gauntlet03" reply="7" id="3589964"] I believe Frogboy made much the same point on numerous occasions about how the AI wasn't really that relevant to sales/play since the vast majority of players never went beyond normal, or for that matter, beginner. [/quote] But those players still benefit from the AI improvements. They might not see it as a priority, but they do appreciate the improvements even so. In the case of mods, we're in 3D-printin
I agree that full workshop support would be great, and would probably push our download totals up by a few hundred. But let's get a little perspective. Mods aren't a major selling point for any game. They really aren't. Only around 10% of any game's playerbase EVER use a mod of any kind - which includes the faction and ship mods already on the workshop now. The big TC mods, even the wildly successful
Doubt it, though I'd need to check the schema to be sure. But everything else faction specific goes via the tech trees.
[quote who="rynebrandon" reply="2" id="3589824"] Can you expand on what you mean by threat and fortitude? Is that weapon strength and shield/armor strength respectively? [/quote] #all modules have a fortitude stat, a value stat and a threat stat (though in many cases it is zero). These are summed for the whole ship and then it's role is determined using roughly the table that Petri outlines above.
[quote who="Syntax_VI" reply="426" id="3589783"] Hi Naselus, want to thank you again for this Mod. Though I've never played the base game, I'm thoroughly enjoying your interpretation of it! Just wanted to bring up the Hyperion Shrinker (and the other Military installation that increases HP). This is the 2nd game in a row where I've built one (or both) and seen no effect once built. I seem to remember you saying that you made them Empire wide, but
Or just better approval management reducing the resistance penalties.
[quote who="Spruticus" reply="424" id="3589726"] You already have. With all the work you have done on the different culture strats and the planetary governor offsets it is trivially easy to make it spend the first 70 turns with the planets spending 20% of their production building up the planet, then the next 80 turns at 10%, and after that focus entirely on their purpose.[/quote] That's really not that effective. Think about it. If you have a fully-packed colo
1.3.3 released: [quote] 1.3.3 * Added Snathi Star. * Re-added the 1.2 versions of the adjacency level bonus tech texts * Tweaked Diplo modifiers to make AI less pissy. * Added planet Snathi. * Removed Shipdefs.xml, since it's unused. * Added Snathi ship class defs. * Swapped armament of guardian and interceptor fighters. * Reduced the AI's idle ship retirement to 10 turns (from 30) as it's building vast arma
[quote who="a0152570" reply="420" id="3589673"] naselus Sorry if i missed this but what is the smallest map you recommend with this mod. I can't believe the amount of work you have put in and i think it look really cool and want to try it. Currently i am only partially stable on large maps but can typical get 150 turns in before
[quote who="Spruticus" reply="419" id="3589670"] Even if the planet has the space to reach that matching approval building, it is going to take a while to get to it. Especially if it has to upgrade the in between buildings a few times at 5 social production.[/quote] Even so, I've played a couple of hundred soaks and I've not really seen an AI falling under 90% approval after turn 100. I don't think it's a major issue in itself. I was thinking of
A thread for discussing modifying diplomacy and the diplomatic AI, which I've been pissing about with over the last week or so. Diplo currently works through stacking modifiers. Every turn, the AI has an existing diplomatic relationship score with you from -10 to 10. It also has a huge number of (about 60) triggered modifiers based on various things, like it's relative power to you, how far away you are, what ideology you are etc. These modifiers generally range
Wouldn't it be quicker just to remove mods one at a time til the game starts working..? :)
[quote who="StellioPaultos" reply="4" id="3589608"] Um btw. . . . . . why hasn't anybody mentioned drive size ignoring your hull size ? I think it's cosmically absurd that tiny gnats must haul the same hyperwarp rig that propels your deathstar in order to keep up with the fleet; and gaining "maneuverability" in combat in the early game consists of leaving just 2 size units to squish all yo
[quote who="Syntax_VI" reply="408" id="3589430"] Debug Message: WARNING: SpawnStarterShipsCallback couldn't find a ship design of blueprint TutorialFrigateStaticBlueprint for player index 26[/quote] Refers to a ship listed in StaticShipBlueprints...which is not a file included in the mod. [quote who="Syntax_VI" reply="408" id="3589430"]Debug Message: ImplementShipBlueprints FAILED. Could not find ship class: MegaPirateFrigate Debu