[quote who="marigoldran" reply="145" id="3574940"] Does this mean the other tech trees are viable? [/quote] You tell me. I can't exhaustively test everything, especially with tech since there's so many trees. This is an area where I need player feedback so that I can balance them properly. [quote who="marigoldran" reply="146" id="3574942"] I would dramatically increase the costs of larger hulls, advanced weaponry/defen
naselus
It should do, there's no structural xml changes in the relevant files.
Updated to 0.9 (1.12 compatible): [quote] 0.9 * Hives now give +50% food and +50% approval. * Mother Hive is now empire-unique; gives +100% food and +100% approval to the planet it's on. * All manufacturing, wealth and research hub buildings now give flat bonuses rather than modifiers. * Removed preclusions from tourism buildings so they can be repeat-built * Massively increased impact of tourism buildings. * Trade routes gain value faster,
Tbh, if it's only 1 tile on 1 planet it's not really a big boost anyway; given that the AI will insist on wasting a turn building it on around turn 12 means that it's arguably detrimental.
[quote who="hardcore_gamer" reply="41" id="3574865"] Communist Russia never got rid of the idea of ownership. Even in the soviet union everything was state- owned . [/quote] A socialist system is characterized by communal ownership. I think you were trying to refer to an anarcho-syndicalist system, though it's been 'proven' by an economist that a system with no formal means of ownership can run an industrial society anyway. There&
[quote who="Franco fx" reply="3" id="3574777"] Yes, they are there, but they do not attack when your surveyor is on auto-survey. I'm not sure how that works, but it does. [e digicons]:)[/e] [/quote] They sometimes do - I've had a few automated survey ships suddenly telling me they need to fight someone to look at the anomaly. I think the pirate encounters are just really rare, though tbh I've not bothered surveying manually very much, and the only
[quote who="hardcore_gamer" reply="38" id="3574851"] A society that rejects the idea of ownership and embraces some kind of socialism, won't be able to industrialize. [/quote] Yes, Communist Russia famously failed to industrialize and would never have been able to make it to space. Oh, wait...
The fact of the matter is, if the AI colonizes a planet in your influence then that's basically a free planet for you within the next 20-odd turns. If not, then you weren't that powerful there anyway and have no grounds to declare it yours. But we need to abandon this silly open vs closed borders argument, because it's a distraction from the real issue. The real issue is that the AI doesn't really understand or care about influence. It doesn't get th
Yeah, the AI has no objection to building 'special' tagged stuff, and building it early - the Yor population growth stuff is also tagged as special.
No, deleting it will make blueprints have no defenses. You need to go through and add in all the defense types again.
[quote who="Raynman" reply="43" id="3574579"] I would love to get this fixed. If you have any information and save files on the specific designs that contain this error it would be greatly appreciated. Is this issue in reference to ships downloaded in steam workshop or core ships provided by the game? [/quote] The whole of shipclassdefs is riddled with errors tbh. The previous issue (where the wrong blueprint was used) was largely cle
Terraforming isn't determined by governordefs, unfortunately. The AI will terraform automatically regardless.
[quote who="admiralWillyWilber" reply="142" id="3574585"] hey naselus isn't going after terraforming after factories a waste of time. Shouldn't. You fix that. [/quote] It is a waste of time, but it's not behaviour from the XML. I'm implementing a bit of a fix by nerfing the price enormously, so the AI is less awful and the player can do his terraforming early too (because nothing is more irritating that trying to remember the tiles that will be
I suspect the only way would be to re-classify it as not a terraforming improvement, and pick something the AI just won't use. If it's classified as terraforming, then it's the first thing the AI will try and build after a factory on most planets.
[quote who="Larsenex" reply="4" id="3574537"] Thanks for feedback. I was not aware about the naming issue on patches. I am still on my game and still no Elerium. I am not proficient at looking at the xml, how often is it supposed to spawn and how can it be fixed? [/quote] in mapsizedefs.xml, find . The lower this value is, the more elerium will be
[quote who="Cat_Fuzz" reply="2" id="3574565"] May not be a native English speaker so well done you! Personally I think that the super powerful ideaology choices aren't a bad thing, but perhaps they are placed in the wrong part of the tree. Also in regards to your theory of spamming ideology generators is that it leaves people vulnerable as they have limited production, economy and research. [/quote] Except tha
That's an awesome idea.
Eh, not so much. I wouldn't mind if the AI was doing this as some sort of cunning plan. Some players may even fool themselves into thinking it is. But it isn't. 90% of the time, it'll colonize a planet that is instantly flipped. It doesn't take a planet in your influence and then think to itself 'ooh, I should turn this into a big culture planet'. It just treats it like any other planet, and so inevitably gets drenched in culture. That's not
Yeah, Elerium is ridiculously rare on anything less than abundant. This seems mostly to be because only 1 in 4 'nebulas' are actual nebulas which elerium can spawn in; the rest are 'storms' which it can't. Storm spawning needs to be heavily reduced to correct this imo.
Also couldn't reproduce it here. I'm still betting the crash was coming in from somewhere else.
Normal. Spiral galaxy with 32 opponents.
0.9 sneak peak: [quote] * Hives now give +50% food and +50% approval. * Mother Hive is now empire-unique; gives +100% food and +100% approval to the planet it's on. * All manufacturing, wealth and research hub buildings now give flat bonuses rather than modifiers. * Removed preclusions from tourism buildings so they can be repeat-built * Massively increased impact of tourism buildings. * Trade routes gain value faster, cap out higher
I'd prefer to avoid closed borders too tbh. There just needs to be a few caveats: 1) Ships should always choose to avoid space which you don't have an open borders treaty to enter unless it's impossible to get to it's destination otherwise, or it's specifically ordered into it. 2) The AI should react much more aggressively to unauthorized entry of its space. As in, move ships to shadow and declare war after 2-3 turns of continu
[quote who="Frogboy" reply="39" id="3573847"] It's not. It was fixed to 8. I just changed this to use medium as the base and increase it based on map size. So at medium, it';ll still be 8. But on huge it'll be 18.[/quote] On insane, we're getting good results with it set to 256.
Weight doesn't need to sum 100; it'll add up all the weights and then converts each to a % of the whole.