... If you've set them all to Expansionists, then they shouldn't be able to build mining starbases at all until turn 50 with the other mod in place. There's no weights for constructors - just colony ships and a very small chance of scouts (for difficulties where the AI can't see the map). Are you sure you've set it up right? :P
naselus
[quote who="marigoldran" reply="275" id="3581653"] I think the AI gets free money every turn on god-like. [/quote] They get a chance at some free money every turn, it's not guaranteed. And even that may not match the -500+ per turn that they're likely to hit at around 50 worlds. But see how it goes and report back.
[quote who="marigoldran" reply="1" id="3581651"] Do you know of any ways to teach the AI to expand AND scout with its colony ships? [/quote] Learning C++ and getting a job at Stardock would be the only way to do that tbh. I strongly approve the idea behind this mod. Given the relatively limited scope your giving yourself to look at (single map size and layout), you should be able to script a a good AI. The more map-depende
Anything that adds more granularity helps. That said, I've found the 'tech age' trigger to be of limited help, given that turn limits are more of a sure-thing. Tech age can be useful as an additional script trigger on top - so you have 1 script for turns 40-50 with tech age 2, and 1 without - but really, I've not found it necessary. The AI should largely be doing the same thing regardless of tech age for the majority of the time.
[quote who="marigoldran" reply="270" id="3581646"] The Marigold strategy for God-like AI WORKS. Turn 43 and I'm on 33 colonies. The top AI has 34 colonies. I'm in 12th place (middle of the pack). The Colonizer Nerf really hurt. Yeah. This might actually start becoming a challenge. Now if only later game AI could be competent. [/quote] It only works if those AI don'the run
[quote who="goffries" reply="268" id="3581623"] Is it realistic for me to be 92 turns into a new game and the Thalan's have 45 colonies?? [/quote] It's possible. If you're playing on normal then it doesn't cheat. The expansionist AI expands about as rapidly as I can get away with, though it may have some budget issues if it's grown that fast.
[quote who="goffries" reply="267" id="3581611"] Just wondering if this mod is compatible with Gauntlet's Race Mod [/quote] Should be.
[quote who="Visue" reply="2" id="3581574"] Any idea how I might fix this? I'd really like to play multiplayer. [/quote] There's a good chance it's being caused by something the AI is trying to do. Loading a game a few turns back and interacting with the AI can make it change what it's doing, and might let you get passed it. Chances are, if you've only got the save immediately before it locks up, its too late. Though you could try taking the
1.2.2 preview, ETA Tuesday/Wednesday: [quote] 1.2.2 changelog * Massively simplified AI tech weighting. This should make future adjustment easier. The AI is not presently more likely to pick the right tech, but IS more likely not to pick the wrong ones. * Universal Soil Adaptation changed to 60% land mass (from 0). * 4 new buildings, attached to governance techs, which upgrade from the colony capital and provide production bonuses. * Direc
Oh yes, I don't think it's much fun. But it'll be interesting to see what happens.
[quote who="Melchitt" reply="2" id="3581536"] I forgot to mention that it's a spiral galaxy map. The planet density looks to be greater at the galactic core. I wonder if that's a factor. [/quote] It very much does. Those in the center of a spiral will tend to get a lot of planets quickly.
OH, if you're talking [i]state of the art[/i], then it's literally years and years behind. I'm fairly sure Brad would agree with that too; he's been pretty clear that even an AI as good as GC2 DA is a best-case scenario, since it not only requires a near-unaffordable amount of effort, it also requires a lot of luck. If we're talking state-of-the-commercially-viable-art, then it depends. The actual AI bit of the AI, the bit that makes decisions, is as
Yeah, I think I agree on the factory thing. Interestingly, they're the only race which does have the factory settings Marigoldran suggests everyone should have... and their painfully slow to get started as a result. Gonna buff them up to match the other races.
A production overlay which we can turn on and off, that adds a small set of icons that hover over planets describing their econ, research and manufacturing output on the main map (rather than having to hover over each in turn). This would make it easier and quicker to see at-a-glance which planets in an area are the big producers.
The Yor are something of a special case, because they work differently from everyone else. You don't need to build approval buildings or farms, and Assembly is much more powerful than growth - the base social manufacturing from the colony capital get gives you 1 pop every 6 turns, compared to 1 per 10 for other races. When not building buildings, they have a faster growth rate than other races. I will say that the Yor probably need more approval bonuses, though. The
[quote who="marigoldran" reply="7" id="3581414"] Exactly how do you program AI? [/quote] An advanced 7-year degree in computer science is the usual route.
This is mostly a proof of concept mod. All it does is tells Expansionist AIs to spend the first 50 turns producing nothing but colony ships, as rapidly as it can. http://www.nexusmods.com/galacticcivilizations3/mods/26/? it is, ironically enough, compatible with everything except IAB mod. I've made this so we can actually measure
[quote who="Annekynn" reply="258" id="3581347"] - Universal Soil Adapter is mispelt as Universal Soil Adapter_Name. Furthermore it allows to terraform EVERY hex on the entire planet, not just once, but until the whole planet is terraformed, resulting in ridiculous planets. Was this intentional?[/quote] It's intentional, yes. It's an end-game tech. They are powerful by definition. There are other end-game techs which hand out +100% research to all planets.</
Sensor mastery 1 is meant to decrease the cost of sensors. Presently, for at least the Altarans, it actually just increases it by a flat +1 cost. It's line 3864-3871 in Altariantechdefs.xml, and may be present in the other races tech trees.
[quote who="mormegil" reply="15" id="3581269"] So I was looking into some of the issues mentioned above, good stuff in general, and I have already been able to address a few issues. Mostly cost balancing of some techs. These changes will be in 1.2.1 next week some time. I did look into the ResearchCostDivisor from the AI Strategy defs, and in fact it does not reduce cost of techs for the ai, it is used as part of the weighting calculation when the AI is deciding what techs i
[quote who="janhardo" reply="1" id="3581139"] Suppose, that Galciv3 AI becomes strong..really strong? Then we get the situation as in chess..playing again a grandmaster chess with his ELO rating..a normal human being can never win this. [/quote] It won't. Chess AIs have been worked on with enormous amounts of funding for about 60 years. Dozens and dozens of teams of academics working with supercomputers have been drafte
Yes, Paul did say that it was supposed to apply LEP at the end of the equation when we raised this in a dev stream back in 1.02 and the it's present behavior is a bug. LEP doesn't really work anyway, and never really will, but it would at least be broken in a less annoying manner if this change was made.
I'm hoping we see some stuff like this once we get full workshop integration. Since they're working on that anyway, it would be pointless coding up something separate at this stage.
[quote who="Icemaniaa" reply="71" id="3581192"] Agreed but my point was not about the scores. Hopefully there is enough data for Stardock to validate what is being said rather than continue to be defensive. [/quote] I hadn't seen your post - you added it while I was writing mine, so it's not responding to you. I agree with your points pretty much entirely, especially on the defensiveness thing. I actually am having some
[quote who="RKade8583" reply="49" id="3581157"] It's the principle of the thing to me. If Brad hadn't assured me there were more than 5 events, I'd be outraged because 5 for $5 is a ripoff IMO. I'm mollified but my eye is ever open. [/quote] Depends how big those 5 events are, tbh. Scenario 1. Stardock releases a DLC with 5 events. Each is a 1-off event that applies a basic modifier for 5 turns. S