naselus

naselus

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

[quote who="Frogboy" reply="10" id="3581092"] I'd be surprised if the AI was getting a bonus on research like that (as an XML). I THINK it has to do with evaluating what tech it should research by dividing the cost of the tech in half when it does its calculations on valuing it. Let me put it another way, if we were going to have the AI get a research bonus, we'd just do it in code. It makes no sense to have an XML line like that. [/quote] &nb

16 Replies 29,173 Views

To be honest, the metaverse scores are mostly rubbish anyway; there's far too many 'won tech victory in 15 turns with 17 trillion population' games on there with a bajillion points, and hard-fought, fair games get piss-poor scores. I wouldn't trust any scores on there. Marigoldran does generally beeline for the most OP thing he can see (which makes him great for finding and removing imbalanced stuff), but he does make it pretty clear what happens when th

106 Replies 462,862 Views

[quote who="ronnie76" reply="59" id="3581065"] What about Paradox titles like Hearts of Iron, Crusader Kings, etc? Their AIs seem to be very good a reacting to players, building effecting unit groups, and strategic planning. [/quote] Paradox games have genuine AI players and use a similar handicap system to GC3. The bonuses they receive are rather lower than Godlike currently gets, but the games are sufficiently different that you can't really map it on a

106 Replies 462,862 Views

Sigh, you don't really get how DLC works, do you? DLC allows a company to keep making money and so supporting a product for longer. You're getting about 5 years of free patches based on DLC sales. Otherwise, SD couldn't afford to support this game for more than 3 or 4 patches. And you know what the really cool bit is? You can just not buy the ones you don't feel are worth it. Others will. And that will provide the money for SD to m

114 Replies 495,915 Views

[quote who="marigoldran" reply="253" id="3581057"] Is there a way to change starbase bonuses and make them less important, while making adjacency bonuses on planets more important?[/quote] I'll nerf the starbase bonuses, some; it's been on my list for a while. But level bonuses are staying low. The AI's no good at it, and frankly I don't see a factory being 25% more efficient just because it's next to one other factory. Adjacency bonuses s

735 Replies 1,239,885 Views

[quote who="Wer900" reply="251" id="3581038"] Hi Naselus, I suggest that you dramatically reduce traveling ranges in order to make starbase-guided routes of travel more viable. It would be a good idea to keep the galaxy more empty so that there's always more colonizing to do. Furthermore, starbases and shipyards ought to have extremely high maintenance costs, on the order of 10 bc per turn base, due to the immense value that starbases would provide in navigation. <br

735 Replies 1,239,885 Views

[quote who="Annekynn" reply="249" id="3581015"] This mod absolutely cripples me. In every single category each and every AI is vastly outdoing me. Either theyre not bound by the same limitations as what the mod imposes on the player or there is something im strongly missing. By turn 125 I have 20 worlds and im dead last place in manufacturing, economy and research [/quote] If you're playing on normal, then the AI receives fewer bonuses than it does in Vani

735 Replies 1,239,885 Views

[quote who="erischild" reply="6" id="3581007"] You still may be going crazy. This is just not one of the symptoms. [/quote] I've been spreadsheeting the technology tree for the past 3 hours. I'm pretty much approaching dribbling loon stage.

7 Replies 23,732 Views

[quote who="Franco fx" reply="5" id="3580985"] Maybe they should enlist some of the better players, (not me, by any means), to try out some of theses things before putting them in. If this is as you have described, it seems to be serious breakage. [/quote] I'm fairly sure that's what the opt-in is for tbh. Problem is, the final opt-in it only goes onto Steam a day or so before it's actually due to be released, and often the release version is exact

16 Replies 29,173 Views

This is pretty much why Brad doesn't refer to the strategic scripts as AI. He refers to them as 'scripts', and the term your looking for is not 'Artificial Dummy' but rather 'automation'. The strategic AI is roughly as complex as the logon scripts I wrote for the computers at my day job; the thing I use to map printers and network drives. If anyone referred to that as AI, I'd think they were thoroughly odd. Scripts are pretty much just a list of things for a co

2 Replies 7,189 Views

[quote who="markmid" reply="12" id="3580968"] Not poked around in the files since beta but is it not possible to just make the penalty much higher to relations across the board. Further, a racial trait would be nice in that regard, so races that we wanted it on could have further customization from the norm. [/quote] Not until we can be sure that the AI notices (it won't) and so doesn't go off causing massive constant wars with each other, a

15 Replies 20,906 Views

They increased the base cost of Zero Gravity Construction from 88 points to 512 in the last patch. This is further compounded by research inflation, which is effected by both a multiplier and an exponent. The exponent is 1.2, and the multiplier is a 12% increase. I should note, I'm not 100% sure of the exact order those are applied in; but those are the modifiers listed in the files, and either way you get similar results to the below. So let's say you research

16 Replies 29,173 Views

To be honest, I'm not even sure how retreat would work. The majority of combats where retreat happens are likely to be on the enemy turn, since I'm not likely to press an attack without overwhelming superiority. So what happens? Do you move 1 space back? They can just attack again. And really, this would become very irritating very quickly - I don't mind the tactical combat as it stands (the ship roles actually can make it quite cool, though it desperately n

22 Replies 99,072 Views

[quote who="Petri Kokko" reply="2" id="3580878"]You don't exactly have to squeeze out every last drop to beat the current AI... [e digicons]:)[/e] [/quote] [quote who="MottiKhan" reply="3" id="3580917"] As Petri Kokko said, it's not really a big deal though. [/quote] Yeah, I'm not so worried about it damaging my in-game performance. Just wanted confirmation that it was genuinely happening and I'm not going crazy mor

7 Replies 23,732 Views

[quote who="sjaminei" reply="55" id="3580842"] I see there is no reaching you. You are lost in the small details and do not see the effect of the big picture. I think we have radically different expectations on what the AI should do. I think it's fine with some predictability, and those triggers could make a fine AI for this game's needs. That is not to say, that some more choices for modders to make something else and more advanced would not be suitable, and probably more in

106 Replies 462,862 Views

[quote who="Annekynn" reply="246" id="3580794"] Some of the changes in this mod really break the game. Losing money like crazy due to initial colony drain. Xeno Commerce gives me a building that gives +2.5 income, but it can only be built if I have promethion? Well great, thats just very unlikely to happen if im playing on a rare resource map (which is always the case to reduce starbase spam). Im 80 turns in on this map and still havent found any promethion to allow me to build this stru

735 Replies 1,239,885 Views

[quote who="sjaminei" reply="49" id="3580755"] I disagree about the minor balance problems. They are major, and are the cause of the current "AI" issues.[/quote] This is where you're simply wrong. The AI issues are not the result of imbalances in the game. The AI issues are a separate issue in themselves. Fixing your very minor list of complaints (which, as I've stated, really doesn't take very long at all) does not magically fix the fact that the scrip

106 Replies 462,862 Views

There's lots of potential causes for hanging between turns. This bug is not necessarily related to that one (if I have my dates right, then I suspect the April one was largely caused by a hang when the AI invading a planet, which was fixed prior to release). In fact, Stardock had largely eliminated end turn bugs by about 1.02; some seem to have crept back in in 1.1 but are probably triggered by something entirely different.

3 Replies 5,615 Views

[quote who="leiavoia" reply="244" id="3580640"] The reason why i ask is because i fondly remember the early game of MOO 1 and 2. Colony ships usually took 20-30 turns to develop until you can get your homeworld ramped up. Those first few colonies were absolutely critical, defenseless, and must be well-chosen. While your first colony ship is in production, you've got scouts running around doing their thing, so it wasn't just next turn next turn next turn. In GC3 (and 2)

735 Replies 1,239,885 Views

[quote who="leiavoia" reply="242" id="3580591"] May i ask an uninformed question? What would happen if the cost of colony modules was, say 1000% of normal? [/quote] That's something I've been thinking about a lot recently too, tbh. Probably not 1000%, but possibly doubled or tripled. The thing is, that really slows down the start of the game, which in turn means lots of boring clicking 'next turn' with nothing

735 Replies 1,239,885 Views

Currently pondering the idea of sizeably increasing starting population to around 30-40, and then bumping the base growth rate up a few points - 0.3 or 0.4. And maybe hitting production from pop down to 0.33 or 0.25. I'd also increase colony ship maximum population to, say, 10. This would act a a nerf on the growth boosts, and make % increases to growth more relevant, while the reduction in production would balance it some more. The main

735 Replies 1,239,885 Views

Is it just me, or does the production wheel shift a couple of degrees when you re-load a game? I've seen this in 4-5 games now; at first I was just dismissing it as me being careless, but I'm starting to suspect that, after leaving the wheel on 100% manu and then reloading, it sometimes moves a a little toward economic. Am I just sloppy? :P I usually set the global wheel to 100% manu and then just change colonies to the 'right' setting once they've f

7 Replies 23,732 Views

[quote who="Petri Kokko" reply="4" id="3580550"] Think of it this way: You are the commander-in-chief and that means you don't pilot the ships or make the tactical calls, nor should you. It's a different kind of challenge.[/quote] This. I don't really think we need manual combat controls or a retreat option. But I would love to see some sort of basic crew and officer management being implemented. Something like the ship's power is modified

22 Replies 99,072 Views

[quote who="sjaminei" reply="45" id="3580529"] Fixing the stuff with a mod is possible, but would be a massive undertaking, so hopefully someone is still in charge of the game over there able to get this game on track again. [/quote] Um... not particularly massive, I addressed the majority of this list for IAB weeks ago. For example: [quote] -Starting abilities are a complete failure at the moment, and not balanced t

106 Replies 462,862 Views