naselus

naselus

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

[quote who="marigoldran" reply="162" id="3575609"] Make Durantium refineries/Thullium Archives and those other special buildings a lot cheaper (change them to cost of a factory) AND encourage the AI to build them. I've noticed the AI loves getting mining starbases early on. Unfortunately those starbases are totally useless for most of the game. Consequently, by making the refineries and special buildings cheaper, it would leverage what the AI does anyways. <br /

735 Replies 1,238,754 Views

[quote who="sjaminei" reply="19" id="3575305"] You say the factories currently in the game aren't specifically tooled for anything, in my version they will be. And why shouldn't a research lab who is actually R&D said 3d printing technology, be able to use their latest prototypes to improve their research capabilities? This is small stuff, vs big stuff in a nutshell. You don't use a massive Boeing aircraft hangar to make a small toilet for a research lab. Currentl

25 Replies 18,168 Views

The changes in RAM usage are gradual and entirely depend on what's happening in the game. There's not a piece of code which tell the game to suddenly crank up RAM consumption on turn 352 :) The biggest influencing factors on turn time are the number of planets (early on) and the number of ships (later); and these two variables are determined by a bewildering array of possible outcomes. Forester's post is useful because he points out that just by creating the

8 Replies 9,289 Views

[quote who="sjaminei" reply="17" id="3575285"] I didn't mean anything about Raw Production, probably bad wording there. I meant specifically the factory buildings etc. which should be aimed towards ship building and possibly some great projects only. (if we had some good ones) Why you need a bunch of those to make research labs or upgrade them is my issue. Wouldn't it be better and simpler if you got rewarded from investing in the 3 different resources, with more efficient buildi

25 Replies 18,168 Views

[quote who="ThomasMueller123" reply="3" id="3575224"] Does the Ram usage change at turn 352? [/quote] Ridiculously specific question is ridiculously specific.

8 Replies 9,289 Views

[quote who="marigoldran" reply="157" id="3575178"] Some of the AI are on 5 colonies by turn 31 on God-like difficulty[/quote] As ever, I don't care whatsoever about performance on Godlike. The AI is not coded to take advantage of bonuses, and will continue not to be coded to take advantage of them. [quote]The AI should be aggressively building colony ships in the early game until the number of colonies + number of colony ships = 40. In

735 Replies 1,238,754 Views

[quote who="Petri Kokko" reply="14" id="3575200"] What if we moved the later tier production buildings forward in the tech tree? If it only had tier-1 improvements available at the early development phase then maybe it would go "wide" instead of "tall" in its planetary planning. [/quote] Doesn't really solve the problem. As Karl says, it just moves it to later planets.You could also get the same effect by just lowering the weight on those techs so they

25 Replies 18,168 Views

I've had a few occasions where the recording has shown one side losing it's final ship, only for the other side to lose the fight - usually when there's only a few HP in it.

16 Replies 11,335 Views

Yeah, mechanically it's not hard to do it quickly. Doing it in a remotely workable manner, on the other hand, actually takes some thinking and maybe a week digging through the files. But anyway the problems aren't in changing the actual files, which is merely time consuming. It's the changes we can't make which are the problem. If you pump up the price of a building which the AI is going to build before it's economy is ready, then you cripple i

25 Replies 18,168 Views

[quote who="marigoldran" reply="2" id="3574988"] Is there a way to easily change all second age techs quickly without having to change each tech individually? [/quote] Nope.You'd have to change each individually, and for each tech tree. You'd also need to spend a lot of time figuring out the tech choice weights, and it would still gimp the hell out of the AI (because it would insist on trying to upgrade its first, solitary factory all the way to

25 Replies 18,168 Views

[quote quoting="post"] 1. Where can I see how many strategic resources I have? (ie antimatter, promethium et al). The only place I've seen is in the trade screen. Isn't there somewhere I can look without having to trade?[/quote] Top-right of the main screen. [quote quoting="post"]2. Is there a way to cycle through shipyards in the shipyard screen?[/quote] Not to my knowledge. Annoying, is

8 Replies 10,013 Views

A couple of things: 1) as Franco says, the Thalans are insanely OP right now. Their tech tree is generally agreed to be by far the best, while their unique buildings are without exception excellent. They really ought to dominate every game, but the reason they don't is... 2) The AI is deeply flawed in a lot of ways which the handicap bonuses (the only effect of higher difficulties) just don't help with. It won't use transports beyond about 16 hexes f

2 Replies 8,186 Views

[quote who="admiralWillyWilber" reply="13" id="3575074"] I've. Noticed on auto survey that the survey ship avoids anamolies which when I manually tried surveying them they were guarded by pirates. [/quote] That might well explain it then.

46 Replies 118,984 Views

[quote who="KarlBar99" reply="21" id="3575039"] Cheers Naselus [e digicons]:)[/e] . Like i said because best defence only broke more recently i assumed it had been like that from day one and it was a backround code change that broke things. [/quote] I'm not convinced bestdef is actually broken tbh - I'm not 100% sure how it calculates the best-ness, and there's enough people saying they've managed to push shields etc over pd and then it starts

25 Replies 20,755 Views

[quote who="Franco fx" reply="11" id="3575022"] Hmm, I obviously need to play more. I assumed when I started getting lost ships without a pirate battle they had figured a way to turn off the pirates for auto survey. [/quote] I do suspect there's a bug in there somewhere tbh - whether it's pirates being too common when manually surveying, or not triggering enough when auto-surveying, I don't know. I've had pirates attack me 100% of the time I

46 Replies 118,984 Views

Armor PointDefense Shields These all work just fine. It will pick the current best of that class with the above, where as 'bestdefense' is supposed to pick the highest out of all classes. Both myself and Vid are avoiding BestDefence atm, because, well, it's not actually a very useful component.

25 Replies 20,755 Views

[quote who="chanbrothers" reply="153" id="3574977"] I usually play on medium size map with 4-5 opponents. is this mod suited to such a setup? [/quote] Dunno. Give it a try. I've primarily tested it and balanced it for insane maps with 30+ players, but tbh I've no idea how it would be on smaller map sizes. Try it out and tell me how it goes :)

735 Replies 1,238,754 Views

[quote who="marigoldran" reply="151" id="3574973"] Opportunity costs. Starbase spam becomes much more important with the nerf to higher tier buildings. You'll also have to reduce the power of starbase manufacturing modules to bring it in line.[/quote] Most likely, yes. [quote who="marigoldran" reply="151" id="3574973"]Also, are you sure you want to keep the "build everything in 1 turn" possibility? [/qu

735 Replies 1,238,754 Views

[quote who="KarlBar99" reply="17" id="3574971"] No, deleting it will make blueprints have no defenses. You need to go through and add in all the defense types again. Nope, can't there isn't and never was even before this bug any enumeration for that. The Best defence code simply had something that made them split defences. No idea what broke unfortunately. [/quote]

25 Replies 20,755 Views