[quote who="marigoldran" reply="110" id="3572194"] How do you adjust AI strategies? That way I can do it on my own. The reason is because on suicidal difficulty, the AI SHOULD just spam colony ships. Their bonuses are so large that they can easily tech their way out of their hole. The more colonies the AI has, the more it can take advantage of its innate bonuses on suicidal. Also, regardless of the difficulty, the AI should expand to 5
naselus
They're still grabbing colonies. The difference is, now they can generally afford to have them without spending the following 50 turns bankrupt and waiting for their population to grow big enough to pay for it. The various changes have made multiple strategies viable - not just colony spam. I'm hoping to make a variety of AIs which actually take advantage of those different approaches now; and it seems fairly successful; I've seen empires with about 30 plane
[quote who="RaumWaechter" reply="5" id="3572088"] Have you installed a mod that changes anything at a starmap? Maybe the mod is malfunctioning with the new patch. [/quote] I use my own mod, yes, though I doubt that's interfering here; the issue occurs even when turning the mod off. It seems largely to be a corruption occurring in the base game folder. Since verifying clears the issue, I'm not hugely worried; it may just be some bad sectors on the drive
[quote who="Derek Paxton" reply="3" id="3572077"] Re-verifying for star population seems really strange to me. The steam reverify is for files that your computer is updating, that is expected. Your computer is updating your bin files (we build them dynamically because you have local differences like custom ships or factions you have made, but we still ship the base files to speed up a new players initial start time). When you reverify it put back the base files, and when you run the game
[quote who="The Uggster" reply="107" id="3572047"] Have you/can you upload this to the steam workshop? If you can please do. [e digicons]:thumbsup:[/e] [/quote] I can't. The workshop only supports factions and ship designs presently. Once the devs have implemented proper mod support for the workshop, then I'll add it; they've suggested this will be coming once the mod tools are released.
Turn 73: The biggest AI has 123 colonies, with the second on 93 and third on about 80. Most serious players have 60+; even the weak empires have around 25. This is pretty much where I'd like the AI to be around 75 turns in, tbh. I'm not seeing any evidence that the AI isn't working. Maybe try verifying the game files? I've been needing to do that an awful lot since 1.1.
[quote who="marigoldran" reply="104" id="3571919"] * AI's diplomatic trade values tweaked. Uh, what does that mean? [e digicons]:annoyed:[/e] [/quote] The AI now penalizes players it dislikes more in trades; favours players it likes less in trades, and will gouge you more aggressively when trading multiple items at once. It values resources a bit less in trade, too, and has a somewhat more realistic ide
I've had to re-verify the game every time I switch my PC on since 1.1 because map generation keeps breaking and populating very few stars. It seems to need to re-d/l 7 files every time... I also had multiple frozen turn problems, but 1.11 appears to have fixed that.
If it has more than 2 colonies, the AI is working :) I've shifted it's build priorities slightly so it doesn't spam colonies quite so desperately, it actually ensures it has high approval, likes to grab growth buildings early and generally tries to build up it's wealth a bit more - this is to prevent the AI going into bankruptcy cycles. These probably will make it less expansionist on Godlike, since it's building stuff that it doesn't really need
[quote who="KarlBar99" reply="58" id="3572015"] Big Dumbass Question. Never paid attention to it before and it can be awkward getting the AI to do what you want so i thought i'd ask instead of trying to test. Do Area affects on a starbase, (i.e. stuff that affects it ZOC), affect the starbase as well in tactical combat. Or would a module need separate modifiers for that? Also has anyone experimented with Strategic Repair penalties large enough to theoreti
It's expanding for me. Give it more than 14 turns maybe?
Updated to 0.7 for Gal Civ 1.11 (confirmed working with the latest official hotfix) 0.7 Change log: * removed Durantium from ship hulls * Quadrupled ship maintenance costs. * Removed population growth from techs which give pop growth buildings. * Sensors given diminishing returns; going over 10 sensors now makes visibility worse. * Life Support now gets better mass-to-range ratios at higher tech levels; cost more maintenance * All
[quote quoting="post"] I'm going to guess that +Diplomacy only affects the 'value' of establishing certain treaties, but you still have to sweeten the deal with offerings in most cases.[/quote] Pretty much, yeah. [quote quoting="post"]You invariably cannot allow trade routes though, because you're inevitably 'trading with an infidel' to someone, and usually several someones.[/quote] Well, you can
[quote who="maniakos" reply="100" id="3571764"] Btw, are you the same naselus that did the PDM mod in Vicky 2? [/quote] Yep, that's me.
Hmmm. Just had the old never-ending End Turn bug, like back in Beta. That's not promising... Might be because I was using an old save, though.
Any idea what might make the AI target shipyards a little more? I'm seeing lots of action but the ships kill the enemy then wait for transports to come up, ignoring the shipyards; if they just took them out then it'd actually be a pretty good AI.
[quote who="TheSavage01" reply="95" id="3571222"] Just a couple of AI setting bugs... 1) The Genius setting gets a Logistics bonus but the Godlike does not. Logistics bonus should be added to Godlike. 2) Here are the ProductionPoints bonuses given to AI: Gifted: 0.33 Genius: 0.25 Godlike: 3.0 Seems like it would make more sense for Genius to be above Gifted. Maybe make Genius 1.0? <br
[quote who="maniakos" reply="92" id="3571146"] Yarlen (developer) on steam says 1.1 comes out tomorrow btw... [/quote] Then this weekend's release of IAB will be for 1.1.
[quote who="Vidszhite" reply="28" id="3571034"] I wouldn't screw around with those too much. I tried that, and the AI started doing very strange things. The only ones I would change are the Transport classes, make sure nothing Small/Tiny is set as an Escort, and set Carriers as Assaults. Then in the AI build defs, make them always prefer to build Capitals, Transports, small amounts of Assaults, decent amounts of Colony/Constructors, and the rest set to 1. That way, the AI only builds
[quote who="maniakos" reply="82" id="3571068"] Any chance for 1.1 compatibility this week with your next version? or should I downgrade to 1.03? [/quote] Apparently Lavo's been playing the mod successfully on 1.1 already. However, the mod will remain set to the current release version whenever it's published - Beta patches are too unreliable of a code base, and could switch completely seconds before or after I release. [quote who="mani
[quote who="lsc9x" reply="18" id="3570982"] 1) What do farms do, exactly? Are they for boosting growth or for boosting population cap? Or both?[/quote] They only boost population cap. [quote who="lsc9x" reply="18" id="3570982"]2) What does +x to food do?[/quote] boosts population cap. [quote who="lsc9x" reply="18" id="3570982"]3) How do you tell what your population cap on a planet is?[/quote] It is equal to f
Yeah, you don't [i]have[/i] to only produce colonizers or pick exactly the right race traits by any means - as I say, it's intensely boring if you do. The AI in vanilla has no idea how to respond to it, and it's pretty blatantly unnecessary.
Seems to me that about 75% of the ships in the base game's ShipClassDefs.xml have the wrong AIShipClass... there's interceptors being classed as bombers, support being routinely categorized as Transport, almost all defensive ships are under 'assault'... even stuff which has it's class in it's name, like bombers, are being routinely dumped into completely the wrong category. This is a mess! Running through and correcting it now; as ever, feel free to pick it up and add
On starbases - the AI [i]does[/i] upgrade them, but absurdly rarely. I'm gonna see if I can dig out the modifier effecting this this week. Thulium archive (and the others too, tbh) could probably use a nerf; I do want the resource buildings to be some of the only buildings that give +flat resources but they're presently a bit OTT. They are way more expensive than normal ones, though. Partly, this is leftovers from when ships used many strategic resources to buil
[quote who="Larsenex" reply="65" id="3570787"] If there was a way to keep a smooth curve on both economy and morale limiting growth/research/happiness but giving the player and ai the means to deal with it I am all for it. Can we not use both Global morale and maintenance to slow expansion and also again in late game to make you really think twice about grabbing each and every planet. [/quote] Not really, no. As I've said, morale doesn't really work g