[quote who="Annekynn" reply="349" id="3587763"] Thanks for the update! Eta on 1.3.2 by chance? [/quote] Possibly this weekend. If not, then early next week.
naselus
[quote who="Syntax_VI" reply="347" id="3587743"] Out of curiosity, does the AI in the new version actually invade one another? In my last 500+ turn game the AI went to war with other AI's pretty regularly, but I rarely saw planets change hands.[/quote] It does, yes. I've already had one AI invade one of my planets twice in the present game; to my South, the Gossamer (who are the most powerful faction I know about in the game atm) have just taken 3 planets f
1.3.1 released: [quote] 1.3.1 notes: * reconciled code changes in 1.3 * Fixed and updated UIText.xml. * Imported Techspecializationdefs.xml from 1.2 (so as not to lose adjacency bonus techs). * Taught AI to specialize planets. * Just gonna put that one again - TAUGHT THE AI TO SPECIALIZE PLANETS. * AI a little more into factory worlds, a little less into research worlds. * Fixed pirates so that they're at war with
[quote who="BuckGodot" reply="344" id="3587725"] IIRC, you're using a modified version of StarSystemDefs.xml in this game. Just a heads up that you'll have to add the Snathi homeworld system to it that is part of the 1.3 update. If you haven't already that is. Just copying over the Snathi homeworld system and leaving everything else untouched seems to work. Caused me a bit of consternation trying to figure out what exactly was causing my CTDs on m
[quote who="marigoldran" reply="18" id="3587683"] Actually it's working pretty well. 62 views, 17 responses on this thread. Obnoxiousness annoys people, but it does work. As long as you're making reasonable points. You're underestimating the power of being annoying. [e digicons]:D[/e] [e digicons]:D[/e] [/quote] Of the 19 replies this thread has, 11 are other people pointing out that your bad math an
[quote who="Petri Kokko" reply="12" id="3587634"] If you want to, you could try squinting even harder and assume the colony ship carries 2.5 billion frozen embryos... [e digicons]:)[/e] [/quote] That's kinda worse, since those embryos grow up and become fully productive citizens within a week of planetfall :)
[quote who="Syntax_VI" reply="341" id="3587284"] Question: If i download and install a number of faction mods including AI shipstyles, will your AI use those shipstyles when building ships? Will these type of mods interfere with your mod and designs? Sorry if the answer is obvious, as I just started playing [e digicons]:D[/e] [/quote] If it's ship styles, then it will use them. Blueprints will not work, however, as the sizes will be all messed up.
You might find people are more attentive to the point of your posts if you firstly didn't write them in an obnoxious and incoherent manner, and secondly didn'the post them 5 or 6 times with ridiculous titles. See, you do actually have some pretty useful feedback from time to time. So it's a shame that many people ignore your posts because they border on abusive spam. Maybe try posting just one thread on a topic at a time. Maybe don'the start thread
I don't really mind constructor spam, tbh. All I'd really like is the ability to tag a given constructor model as the 'use this as summoned constructor'. Though really, provided you change the blueprint defs to make the constructors better, it's not problematic. Just generally improving stock blueprints would make the whole thing much less painful and micro-ey.
Meh, that really just depends on how you look at it. Personally, I think of the production wheel as being representative of government spending, rather than the total sum output of the world - there's probably a significant private sector going on, which is largely the only possible explanation for why trade routes don't seem to require you to actually, y'know, build any goods to sell. It also just makes a lot more sense in many circumstances. How much
If it's being replaced with focuses, we'll presumably be able to mod them to match appropriate wheel settings.
This is actually genuinely tough. The normal AI is keeping pace with me in tech, number of planets, and general output with the 1.3 version. I'm tempted to release it for you guys to take a look at, even if 1.3 isn't live yet. I might hold off and just tighten up the research paths a bit - make it actually focus on killer techs in the right lines more. But I'm very impressed; some combination of the improvements Brad has put in, combined with the governors s
Yes, LEP's general piss-poorness was debated to death a couple of months ago and is now more or less taken as a given. Most people playing maps where empires will average 30+ planets either remove LEP altogether, or play with patriotic. It manages to be too severe in its stacking and not severe enough in its effects simultaneously. It's one of the biggest design failures in the game right now, since it actually incentivizes the player to just ignore morale altogether, does little to p
Diminishing returns from population aren't really needed tbh - tall empires are already hugely disadvantaged compared to wide empires. The other stuff is good ideas, which is largely why I already modded them in.
[quote who="Psiyon" reply="336" id="3586796"] That sounds really exciting. I'm curious to know how much AI improvement you've observed from your soak games now that it can specialize--the thought of a relatively level playing field in GC3 makes me really happy. [/quote] It's immediately massively more challenging. The AI's research is remaining competitive even 200+ turns into the game, and it's putting out large ships and fleeting them up.
So I just updated it it 1.3 beta, reconciled the code base changes, got the thing working etc... And then I edited the AI-only governors. I added in 3 new GovernorBonus entries, and re-added offsets (no bonuses - just offsets). And then I added references into the governordefs.xml file to trigger these spending patterns when the AI settles a world. And do you know what happened? I made a freaking specializing AI, that's what happened. In the s
Marigoldran, it's not exponential. Do you actually understand what an exponential equation is..? It's not just anything that gets big quickly, which your (numerous) posts about this suggest you believe it is. Saying it's exponential 'because it sounds cooler than quadratic' is pretty much going to make the Devs (or, indeed, anyone over the age of about 15 who paid attention in maths) think you're an idiot, particularly when it's combined with
Yeah, there's something bugged with AI range - it's like the 'if I launch from a planet I can go anywhere' bug (which the player can use too).
Found this in 1.3: TECH_VALIDATION_ERROR_LABEL ERROR: Tech Tree Audit: Tech Tree Fracture detected. This tech has no valid prerequisite, and is unreachable.[BR]Tech Name: %s[BR]Tree: %s Looks like there might be something to actually tell us exactly where a custom tech tree has screwed up. That's a nice touch :)
MULTIPLE OF SIX doesn't mean 'exponential'. If you had 15 population on the same planet, you'd get (15*2)*2.95=88.5, which isn't an exponential of 15 (well, it is, but it's just over 15^1.65, which is not remotely how the number has been arrived at). Your empire grows exponentially if every time you land a ship you immediately begin building colony ships there - you go 1, 2, 4, 8, 16, 32, 64 etc. You're increase by a power of 2, because you're doubling
Updated to 1.2.4, final version for 1.2: [quote] 1.2.4 notes: * Added a few extra star names for funsies. * Negative effects removed from ideology projects; price rebalanced to 100:1 * Halved chance of colonization events. * Knights now actually have weapons. Oh well, if you re-write the whole damn blueprint file, some typos are gonna slip in :) * Removed ideology per turn bonuses from consulates etc. * Doubled Starbase range<br
[quote who="Frogboy" reply="11" id="3586595"] So what I think that variable does is cut off how far it will look from your nearest planet. Intuitively, it seems like 9 sectors is pretty far away. Do we really want the AI sending all its forces 30 sectors away? It would take many many turns to do that.[/quote] I don't think it's from planet - seems to be from the ship's own position when idle. And I don't think it's looking 9 sectors
Yeah, it did seem a bit bizarre to say 'oh, if the AI played properly everyone would think it was cheating' the day after releasing a patch which buffed AI handicap bonuses on high levels and while the AI is reliant on cheating (oh, sorry, 'handicaps') anyway. Again, a far more satisfying method of AI difficulty would be letting it micro manage increasing numbers of planets depending on the setting - say, 5 for normal, 15 for gifted, 30 for genius and al
[quote who="mortili" reply="4" id="3586547"] didnt we already have that in the alpha? [/quote] Yup. Progress!
[quote who="Simplicity123" reply="11" id="3586391"] I haven't seen anywhere that said that the AI never used the planetary wheel. Perhaps you know more on that than me.[/quote] Clearly I do, yes, since it's been mentioned a lot by both Stardock and the community over the past four months. Also, notice how badly the AI plays; it's terrible research, econ and manufacturing scores. That's because it can't specialize for toffee. It uses global wheel settings