naselus

naselus

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

[quote who="Annekynn" reply="315" id="3583778"] Here ya go: http://nova.xzibition.com/~nexworks2/game3.zip [/quote] Thanks for this - looking through it is what largely led me to doing the complete ship re-balance for 1.2.3. Hopefully the AI should produce somewhat more competitive ships now - partially because mass is much more constrained, and partially because I sat down

735 Replies 1,241,020 Views

Updated to 1.2.3 for 1.2.1: [quote] 1.2.3 changelog: * Halved all mass reduction bonuses from tech. * Universal Soil Adaptation now works on any tile, is one per colony, can be built again * Dominant Strategy AI tech weights made much heavier. * Life support maintenance switched from multiplier to flat. Multiplier was too punishing. * Mass Cap increases reduced to 10%/tech. * Increased AI's willingness to go to war. * Fi

735 Replies 1,241,020 Views

[quote who="KaneShade" reply="9" id="3584284"] They didn't just ask me for a save. They asked me to download and run their app, send that info back, along with a copy of my save game. And if you think that's appropriate considering what the issue is, you're as clueless as the guy who asked for that. [/quote] Yes, it's quite unthinkable that the results from a diagnostics tool might be useful in a troubleshooting exercise, or the a snap-shote

20 Replies 55,449 Views

[quote who="KaneShade" reply="6" id="3584266"] No, I do not want to send you computer files or save games. I've now experimented with this on multiple computers. It happens on all of them. You don't need my files. I have a full time job and multiple people's bills to pay. Handle your business, I'll handle mine. [/quote] ... you have a full-time job and that means you can't spend 2 minutes uploading a save game for them to look at illustrati

20 Replies 55,449 Views

[quote who="Deathwynd" reply="14" id="3584260"] Something I think is not clear to most of the folks in this thread is that all modifiers are additive. This means that when you put a jamming module on a ship that adds 20% jamming and add another that add 30% jamming you get 50% jamming. [/quote] While this should be kept in mind when making alterations (particularly the fact that range, rate of fire and accuracy are weapon-type specific rather than i

18 Replies 17,877 Views

[quote who="Petri Kokko" reply="8" id="3584008"] Your solution sounds actually more interesting and as a game concept more mature. I really must try your IAB mod some time! [/quote] Yeah, it's not perfect yet, though I've spreadsheeted it and ensured that all weapons of the same tier have the same DPS/weight, adjusted for range and accuracy so it's not far off :) [quote who="Director" reply="9" id="3584073"]

18 Replies 17,877 Views

[quote who="lyssailcor" reply="93" id="3584092"] The questions are: - What determines which governor is selected for a world other than tile number? You mentioned it's based on the special tiles of a planet, but that's not reflected in the XML. - What does the do? - How are planetary improvements that increase tile count are handled? - Is there, perhaps even a simple, logic that takes adjacency bonuses into acc

106 Replies 463,089 Views

[quote who="lyssailcor" reply="89" id="3584062"] Ok, thanks for the advice [e digicons];)[/e] But to return to topic: How does the Ai decide what to build on a planet? What XMLs determine that? I have also seen AI planets two thirds filled with influence buildings ...[/quote] This is scripted in governors.xml. It selects specializations based more or less entirely on the specials on the planet. So if it gets a Ghost World, the AI will try to ma

106 Replies 463,089 Views

As ever, I'll be working to reconcile my mod for 1.3 when it arrives as quickly as possible and will have it working probably within about 24 hours. I'll then have a 'proper' release taking advantage of the new features by the end of that week. But there's at least 2 weeks until then, which is surely enough to finish up another game. I'm not sure if Vid is still playing :( He certainly seems to have been very quiet lately if he is.

4 Replies 5,455 Views

[quote who="Petri Kokko" reply="6" id="3583980"] The problem of getting "different" weapons instead of "more" is that in the current combat system they all boil down to average damage/sec. The only moving part in addition to damage is the range and that is not used to its fullest as a differentiator. All other weapon modifiers ultimately just modify the average damage/sec value. [/quote] I disagree. One thing that we need to note i

18 Replies 17,877 Views

[quote who="lyssailcor" reply="84" id="3583893"] But whether that is so because of bad AI logic or missing bonuses or whatever, I cannot determine. Only because there are only a few triggers in the XML files that doesn't mean there are not a lot more in the code that simply are not exposed. How can you be so sure what problems the AI has when we have no information about the internal logic? Or have you?[/quote] Partially, it's because we've read the scr

106 Replies 463,089 Views

[quote who="Tetrasodium" reply="13" id="3583842"] if it was "too easy" because you were abusing the ai's trading algorithms (which we can't really do much about in xml), it's still probably going to be..thats part of why I suggest disabling tech teading & tech brokering so only self researched techs can be traded. [/quote] Actually, you can adjust the value the AI puts on more or less everything it might trade, and you can add a stacki

31 Replies 100,607 Views

[quote who="drakkos137" reply="3" id="3583775"] My placement is boss. Their placement is random. My planets are carefully-sculpted works of art. Their planets are a chore to clean up once I finally take them with busted cultureflip.[/quote] Not to worry - in 1.3, you'll be able to let the AI do your planets for you, so any advantage you're gaining that way will be removed.

7 Replies 67,893 Views

Sneak peak at 1.2.3 changelog: [quote] 1.2.3 changelog: * Halved all mass reduction bonuses from tech. * Universal Soil Adaptation now works on any tile, is one per colony, can be built again * Doubled the slowdown effect of big hulls - you now need 5 times as many engines on a huge ship to get the same speed as a tiny hull. * Hulls now progress 25, 50, 75, 125, 200 (changed from 25, 50, 75, 100, 250). * Added more drives to the AI&#3

735 Replies 1,241,020 Views

It's a bit of a weird one. I've seen the AI refusing to DoW in one game, and then had it go back to normal in the next - with no xml changes between the two games. I think there IS a hardcode bug in there somewhere - the AI believes its already at war, and so doesn't declare. But it's intermittent. It only happens in some, but not all games. Once it has happened, that game is basically a lost cause; but it doesn't mean that it'll happen again in

14 Replies 35,124 Views

[quote who="thebanshee87" reply="5" id="3583393"] Does anyone have any answers or is this issue just going to slowly recede into the forum abyss? [/quote] Um, what more answers are you looking for? The AI's war target problems are fixed by changing to some higher number; 256 is ideal. The AI not declaring war thing, I can't replicate. I&

14 Replies 35,124 Views