I might unlock them lower. I'd still like to make sure it's a solution which benefits both tall and wide reasonably equally, though.
naselus
[quote who="hardcore_gamer" reply="7" id="3568997"] Speaking of AI, does it cheat or play by the same rules as the player? Also is the AI more likely to invade on certain difficulty levels? [/quote] On normal, it plays by the same rules as the player. On difficulties above normal, it gets bonuses. And no, the AI remains pretty passive even on higher difficulties.
[quote who="marigoldran" reply="25" id="3568992"] Can you also mod it so that it's easier to get ideology points post expansion? Less expansion = less ideology. [/quote] The re-addition of the ideology point generating projects are already included.
[quote who="niebieski" reply="23" id="3568909"] Iridian (or what this nation name) Colonize planet insane fast... turn 42 Iridium corporation got 23 colonies and 91 ship - 23 colony ship and rest military ship -, durantium -62, 1300 gross (every turn more). Rest nation are not so hard but still they got alot of ship. Second nation Drengien got 20 colonies and 23 ship (second military power).[/quote] The Iridium corp does seem really powerful, yeah - depending where
[quote who="hardcore_gamer" reply="4" id="3568966"] That's not really the same as the AI actually taking a large fleet into your empire. EDIT: Speaking of large fleets, has anyone actually noticed the AI building large fleets? The fleets I have met so far haven't been very big. [/quote] Have you ever considered reading some of the other threads on the forum, where this exact thing is being discussed over and over? :)
[quote who="KarlBar99" reply="43" id="3568885"] @Naselus: Even if you with a really basic adjacency benefit will provide that world with a 60% increase in total manufacturing output purely based on adjacency. The deat furnace is even worse, site it on a major production world and you can provide a massive 3.5 times multiplier to total production from it. Total production is: (raw + flat bonuses) x manufacturing bonus x production bonus<
Should be fine replacing any of them. The game might crash during galaxy generation, though.
Create a mod for it in MY documents/my games/gal civ 3/ mods. Then copy ther mapsizedefs.xml file from steam/common/gal civ 3/data into your new folder. Open this new copy using notepad (or notepad++ for bonus points). go to the bottom of the file and copy everything from 'insane' into whichever map size the the biggest you're allowed to do (probably huge), replacing the existing settings in there. Now fire up th
There's a few things which causes it. If the AI is has the diplomatic trait, then it's spending priorities are horrible. Just horrible. If you picked 4 random AIs, you may have just been unlucky and ended up with 4 that were all using stupid strategies. Alternatively, there is some weighting in the AI's choice of what to build - early on (til turn 30), it'll build constructors, colony ships and freighters. It won'r build
It appears to be hard-coded. You could try just copying the 'insane' map size code over the largest map that's available to you, though.
[quote who="KarlBar99" reply="41" id="3568867"] Huhy, oookay, just went fiole diving and the hive does use a different setup to factories et al. I suspect it's a bug though. What i think happened is that in an earlier build the adjacency benefit was +raw production, when they changed it to a multiplier they forgot to change one of the values. And given you can get a 20 point adjacency, (probably 22 at a push), that's unbeatable. Death furnace shares the same bug on both it's
Found this in the schema (schema/enums/AIshiptypes.xsd): [code]
[quote who="Vidszhite" reply="1" id="3568851"] This means the power of a single Turbolaser is enough to output 160,009,164,000,000 TeraJoules of energy, or 2.5 quadrillion Hiroshima bombs. [/quote] And yet the entirety of Death Squadron couldn't pump out enough power to overcome that one second-hand shield generator the rebel alliance managed to build on Hoth. Death Squadron had a SSD with 2000 turbolasers and 2000 heavy turbolasers...and at least fi
[quote who="marigoldran" reply="19" id="3568822"] Bug: It says in the Iridium tech tree that Intensive Farm produces +30 food. [/quote] No, that's intentional - both farms and approval buildings are now much more effective, and population output has been nerfed somewhat. This should reward 'tall' play, but also helps to dig the AI out of maintenance black holes. In a soak last night, the Klepart spent about 30 turns trapped in a total recess
starbases do increase ship range, yes. influence bases work exactly the same as a planet's influence does.
Use GIMP and Inkscape as freebies to replace Photoshop; Blender to replace 3D studio max and Maya. Truth be told, the open-source programs aren't really a match for the paid-for options.
[quote quoting="post"] I want to modify a tech tree such that i remove certain buildings from specific techs without touching any of the other things, (primarily starbase modules, though buildings in some cases), granted. I'm just not sure how to do it. [/quote] This is actually done in the improvementdefs.xml files - find the building you want to remove from a given tech and change it's pre-requisite.
Not sure why Federation wouldn't work tbh - none of the files seem to conflict. Also, would love to get some feedback on the AIs etc - does anyone seem to be persistently under-performing (the Yor seem like a candidate for this in my testing), are there suggestions for improvements (more colonization in turns 40-50, military build up earlier, different tech focuses at different times, that kind of thing - nothing too specific, since it almost certainly won'
The stats reveal loads of cool information, but tbh I was left with no real idea who won or from what in a couple of soaks. I'm guessing it was a diplo victory, simply because no other active victory condition could have happened... but I have no idea who achieved it.
Updated to version 1.04. Fixed some of the things that had been made obsolete by other changes (i.e., patriotic not doing anything). Also decided it was better to remove the strategic resource stuff, aside from requiring Durantium for larger hull sizes, since the AI struggled with it a bit (generating blueprints it couldn't afford to use). I've also re-scaled population to run 1-100 rather than 1-30; this not only rewards tall play and punishes expansion a littl
[quote who="TurielD" reply="4" id="3568577"] We really need to start working together on these things [e digicons]:P[/e] [/quote] I think this was mostly just rspiccaver throwing together some quick-fixes because someone asked for it, rather than a proper mod :) I suspect the best approach is to divide the game up into sections - start, midgame and endgame - and each work on a set of
[quote who="TurielD" reply="2" id="3568553"] Rspiccaver, are these AI tweak similar to Naselus' ones? [/quote] Fairly similar - there's a lot of the same ideas in gov.xml and glaciv3ai.xml. My strategy AIs are much, much more wide-reaching. rspiccaver has modified the existing strategies, but not added any; I've split the strats into 10-turn chunks for each personality type covering the first 100 turns, to try and get more fi
[quote who="TurielD" reply="11" id="3568558"] Don't know tbh, I think Naselus is the one who's most up on that particular angle. I'm more with the individual ship designs and design styles [e digicons]:)[/e] [/quote] I've seen nothing in the xml to suggest it does. The AI builds semi-randomly; it has a list of possible things to build and then rolls a virtual dice to decide which one it picks. It [i]does[/i] use the ship's roles to set
[quote who="TurielD" reply="52" id="3568549"] Just finishing moving here (it was a bitch to get the deposit back) and with a bit of luck I'll be back to contributing next week! [/quote] Believe me, I know the feeling :) I'll probably be publishing the proper version of the mod tonight, with the resource stuff removed and a few other tweaks.
Only really possible to do this through the weights system if the weapons techs are in different categories, which they aren't. You could try making a custom tech tree with only lasers in it.