naselus

naselus

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

[quote who="janhardo" reply="29" id="3576314"] Thanks! Amazing background information...don't understand not fully all points yet. I will try to play this strategy [e digicons]:grin:[/e] [/quote] Be warned - Marigoldran's strategy is very effective, but also intensely dull to play. You'll likely have 3-4 times as many planets as any rival by the time you meet them, and can build a fleet equal to anything they can put into th

160 Replies 414,264 Views

That's more a balance problem than a design problem tbh. They system can work and be fun, but at present the balance is so off that it's just a series of extremely obvious best choices. Basic rule of thumb is, if you can make the system work properly just by changing the input values, then it's not a design issue - it's a balance issue. If no matter what inputs go in, it won't work, then you have a fundamental design problem. Consider a jet engine -

14 Replies 71,968 Views

There's a few factors: 1) no matter how much production you throw at a task, any queue can only do a maximum of 1 thing per turn. This makes the phenomenal output bonuses from buildings completely meaningless by about T3, and adding any new buildings past the 1-item-per-turn limit is pointless. 2) Colonizing another planet is, by far and away, the fastest way to grow your total population. Every planet grows by +0.1 pop per turn. Buildings to increase this n

160 Replies 414,264 Views

I've had a few infinite turn freezes since 1.12, but reloading an earlier save has usually cleared them, unlike the previous repeatable end-turn bugs.

10 Replies 9,818 Views

[quote who="janhardo" reply="23" id="3576284"] When comes a point in this strategy that there is a building needed on a colony in the areas : ( wealth, influence, approval etc ) ? [/quote] Never, really. The base game favours wider empires over highly-developed ones to such an extent that an empire with no buildings and 60 planets with 60 shipyards will dominate even the best 30-planet empire through sheer weight of population.

160 Replies 414,264 Views

It may be launching them but the graphics are failing to load - I've noticed several battles where my ships appear to just float around aimlessly, not doing anything, and then the enemy explodes. My ships have actually been ripping into them with all their might, but the graphics are just showing them serenely bumbling about.

3 Replies 6,871 Views

Doesn't the strategic resource cost just make this rather micromanage-y? I mean, I'm still going to produce the tiles - I just now need to revisit the build queue 3-4 times rather than loading up the queue in one turn and leaving it to bake. I'm not even sure that it will prevent the AI from mass-terraforming and crippling itself, since the AI only queues 2-3 things at a time anyway.

79 Replies 462,745 Views

[quote who="eviator" reply="6" id="3576268"] Re-read, brother. My OP in that thread provided a few solutions, including yours. I called them Profiles or Templates instead of Groups. Your idea is a good one, but not novel. [/quote] Indeed, it's actually a rather obvious solution and one I've suggested a couple of times too - including in that thread, yesterday. It's an idea that's been floating around since the earliest part of the Beta, and it&

69 Replies 269,097 Views

Difficulty settings are in Galciv3AIdefs.xml. Increasing bonuses doesn't really help much, due to so many of the AI's problems being centered around the scripted behaviour - no amount of increased production makes up for the diplomatic AI's appalling turn 30-150 strategy, for example, where it spends just 1% of total production on military output. And since the scripts are written for normal, the AI won't properly capitalize on many of the advantages it&

5 Replies 13,993 Views

[quote who="Wer900" reply="168" id="3576193"] Why haven't the Odair sued for peace yet? [/quote] Not sure tbh. The AI should be willing to throw in the towel when they have [quote who="MarcoAustin" reply="169" id="3576195"] Hiya Naselus, Just wanted to thank you for all your hard and diligent work on the

735 Replies 1,239,872 Views

That doesn't account for social development. An empire with 1000 raw production and no buildings is a lot weaker than an empire with 1000 raw production and top-level infrastructure. Besides, I do think that influence and traits should have some representation - influence can make you largely immune to invasion and traits are very powerful too. I'd also be rather tempted to buff treasury score rather than abandon it; being able to rush-buy a fleet is a pretty potent move which is othe

11 Replies 16,907 Views

There's no waste, the production is saved for the next thing in the queue. As to the wheel... I'd like to see the ability to define such templates, combined with the ability to 'tag' planets into groups. Then I could change the group setting as required, so when I discover a new research building I can just set all research planets to 100% manu for 10 turns and then put them all back to 100% research.

32 Replies 136,380 Views

I'm fairly sure BestDef was added very late in the 1.10 beta. Vid's first post where he notices BestDef exists is from the 12 of July, while he'd been working in those files and reporting xml bugs in them under 1.10 beta in the week leading up to release and so would have noticed it earlier if it had been there. I've certainly not seen any sign of BestDef doing anything different from its current behaviour, and its name does strongly imply that it's present form is correct

90 Replies 239,843 Views

[quote who="admiralWillyWilber" reply="31" id="3575901"] harmony crystals aren't. Player achievements, because those are one per player. [/quote] They actually are listed as 'player wonder' in the improvement definitions, but turns out player wonders can stack if you manage to get hold of several. This may actually be a bug.

34 Replies 28,265 Views

Even though the reason for the problem is 25% of 1 being a very tiny number, it does remain a problem in the game - strategic repair rates are too low across the board (especially when tactical repair is so incredibly potent - why do I only get 1 repair in a week when I can watch my ship repair 2 hull every 10 seconds in combat?). You see similar issues with growth, and other systems where the base is a very small number that's hard to get flat bonuses to.

13 Replies 73,724 Views

[quote quoting="post"] Lady and gentlemen, I'm here to break up the lovefest[/quote] Have you actually [i]read[/i] this forum? :D [quote quoting="post"](1 of 4) "Deals that have been paid in full cannot be cancelled" : really? Have you ever tried telling Darth Vader that one of his deals cannot be cancelled? Right.[/quote] I wouldn't consider this a bad d

14 Replies 71,968 Views

[quote who="Vidszhite" reply="73" id="3575985"] I don't recall that being the case. As soon as I noticed the Best Defense thing in the code, that's when everything started screwing up. I could be wrong, however, as I've taken a break for some time.[/quote] You're not wrong. I said pretty much exactly the same thing. Both of us have pretty intensively investigated and modded the file in question both before and after the change, while Karl never look

90 Replies 239,843 Views

I think in galciv3AIdefs.xml is the value that determines this - and I think that it's basically just a flat multiplier, so the AI just presumes that your power score will rise 25% or so in the next X turns, and won't attack you if this number is higher that it's own power score. Which is a fairly awful way of going about checking the enemy's war potential.

11 Replies 16,907 Views