[quote who="admiralWillyWilber" reply="135" id="3573738"] here's. An idea I read on a forum. Remember I don't. Like surrenders. How about setting the turn limit before you can surrender to 1000 that way by the time the Ai surrender it doesn't matter. [/quote] I've used the number of planets lost to sort out shitty surrender behaviour; in IAB, the AI won't surrender until it's lost 20 planets. [quote
naselus
I think the hope was that the other restrictions (relative strength, relative population etc) would kick in to stop it, but the AI's inability to specialize or use adjacency, combined with the somewhat unbalanced scoring makes them ineffective - the human player can easily get to 4 or more times the power of other races even with the same number of planets.
You can switch surrenders off by going into Galciv3AIDefs.xml, doing a search for Turnsbeforesurrender, and setting the number in it to 999. While this only stops the AI surrendering before turn 1000, most games will be finished long before then. A better way is to increase the NumPlanetsLostToInvasionBeforeSurrender (in the same file) to a more reasonable number; presently it's 1, which is why the AI always seems to throw in the towel more or less immediately.
0.8 released: [quote] 0.8 * AI now builds Influence starbases. * AI now really, really likes ascension crystals. * AI less enthusiastic about producing constructors in the early game * Fixed a bug which prevented Scientific AIs from building constructors for 80-odd turns. * Cultural AI now like defenders a lot more in the early game. * Mid-game strategy now stretches all the way to turn 300. * Added some extra personality-sp
So I've been mucking about in the governors.xml in order to see how we can make the AI build in a better way. There's a few things worth noting in the default gov.xml. First thing worth mentioning is that, while the AI does have 'specialist' worlds listed (research, influence, wealth, manufacturing and 'growth' are all there), these worlds all have the following at the bottom: [quote] Manufa
First, before doing anything, validate the game files through Steam. If you're getting inconsistent crashes, as you indicated in the other thread, then it's probably not your changes causing the problem. I often need to validate 3-4 times a week; I suspect the mod folder might cause some issues with the underlying game. Adding ship styles is proven to work, so either you've done something wrong (including potential unknowns like over-length strings), or the game itse
[quote who="TheSavage01" reply="130" id="3573154"] I have been playing a game with Yor on this mod... The lack of Market Centers hurts since money is so hard to come by in this mod. But the lack of Entertainment buildings really hurts. The only options to increase Yor morale are to take "Supportive Population" (+4) and "Easy to Please" (+4), which will get you to 11 morale. With "Populist Party" (+20%) you can get 13. With the Intimidation
See https://forums.galciv3.com/467582/page/1/#replies Several of us went through and found most of the files and even defined what many of the modifiers do.
There's precisely 1 reference to tourism in the global settings - . This is the only adjustable setting in the calculation itself, prior to the bonuses from tech etc. It appears to act as a [i]multiplier[/i] rather than a [i]modifier[/i] - that is, tourism is (rest of the equation)* , rather than (rest of the equation)*(100%+ ). It may be worth setting this to 1
[quote who="Deathwynd" reply="10" id="3572927"] Honestly the lack of any support for other resources is becoming depressing. [/quote] Indeed - it's pretty incongruous to make the game itself so easy to mod by exposing so much to xml and including the easy-to-deploy mod folder, and then not following through with full workshop support.
[quote who="TheSavage01" reply="128" id="3572848"] Shouldn't the Synthetic Pop Caps in the Yor tech tree be increased? Farms produce A LOT more food now in this mod. But it seems like the synthetic pop caps have not been increased. [/quote] Already added to the next version.
[quote who="maniakos" reply="125" id="3572807"] A: Bigger effect range helps with economy starbase placement, and more importance for military effects. B: It's about tall vs wide: same with the terraforming becoming repeatable, and pop scaling. If I can spend the hundreds on constructors on an insane map then I deserve the reward? C: Don't make me play the silly tetris like SB placement game. This is a strategy game. It is natural to cluster bases in a sy
[quote who="Wer900" reply="123" id="3572775"] Even in 0.6 - 0.7 it seems that the Altarians are much more powerful than they used to be previously. Altarians used to always be somewhat worse than average, now they are becoming more powerful even than me, the human player (playing as Terrans). This is partially down to the ways in which the game calculates power and partially due to their much greater military strength (from having much more Durantium).
[quote who="maniakos" reply="121" id="3572694"] 1. Can't commit to play this yet, I must wait for the finished mod.[/quote] The mod will be finished sooner the more feedback I get, and feedback from those who have actually played is inherently more valuable than people who are merely commenting on lines in a change log. [quote who="maniakos" reply="121" id="3572694"]2. Now that starbases can have all rings, any chance for you to increase the starbase
[quote who="Franco fx" reply="7" id="3572632"] Quoting sjaminei, reply 3 (I have tripled the ideology point increase from buildings since I rarely colonize more than 8 worlds) Where do you mod that? [/quote] improvements.xml. It's the '*cultureperturn'
It's just a building, like any other - so any bonuses attached to it will work if it's present on a planet. IIRC, the civ capital has exactly the same bonuses that are provided by the modifiers in globaldefs, so you'd basically double the civ capital bonus at the expense of a tile.
Just being able to have it check it's cash balance as a trigger, so we could throw it into 2-3 turn mini-bursts of intensive saving when it's Just these three basic things would revolutionize wh
Sneak peak at 0.8's changelog: [quote] 0.8 * AI now builds Influence starbases. * AI now really, really likes ascension crystals. * AI less enthusiastic about producing constructors in the early game * Fixed a bug which prevented Scientific AIs from building constructors for 80-odd turns. * Cultural AI now like defenders a lot more in the early game. * Mid-game strategy now stretches all the way to turn 300. * Added some
...or just mod them to make the default designs work the way you would make them, and save yourself hundreds of hours of busywork in the ship designer.
I suspect that the Civ capital was originally going to be a building, but was replaced by modifiers in globaldefs. The building is just leftover code and isn't supposed to be built or used.
Once again, I can't produce different AIs for different difficulty levels. And I'm balancing it for normal. I don't really care what would be best for an AI with so many handicaps it might as well just cheat. So what's best for the normal AI will go in, and if that's sub-optimal for a Godlike AI then too bad. I don't want an AI that is reliant on handicaps, which would be necessary to make optimal use of them. I'll worry about setting up difficulty levels once the
You could always just grab the AI files from 0.6 and copy them over. It's governors.xml and all the '*strat.xml' files.
Indeed it should. I did ask Paul if we could get some more triggers exposed in the xml for modders a few weeks back; he didn't really answer. There's a number of triggers in the hardcode which thus far aren't availalbe to us... but these don't seem to impact on which script it chooses to run atm.
[quote who="KarlBar99" reply="63" id="3572223"] Discovered a new limitation. you can't have more than 8 stats attached to a ehch or you'll get a crash when clicking on the tech or on map build. Modules /Improvements attached as well may or may not count against this limit. [/quote] Hmmm, this must only be on techs - I've got some 15 stats attached to military SB rings now and they cause no problems. I'd guess a UI issue, which probably means it
[quote who="dansiegel30" reply="1" id="3572214"] I'm not sure how the AI weighs its tech research decisions, but for military it should be related to many factors including "which" races it encounters (or how diplomacy is developing per turn). [/quote] There's 3 factors: Personality and strategy both have weight values to determine what the race 'prefers' at any given time. Then the techs themselves have weights on which