[quote who="Skukkuk" reply="5" id="3567009"] Yeah, the main reason is that Stardock stated that files will probabyl get removed, I guess. [/quote] Tbh, I don't really give a damn about that - it's not like SD are going to wipe the mod files from my hard drive, so I can just re-upload them if I want. I'm not uploading anything because it's so limited presently.
naselus
Oh, and just to report back - yes, you CAN add extra strategies. I've written up a 9 strategies for Beneviolent (turn 1-20 and then 1 every 10 turns til 100) and 'Neutral'; currently running a soak to see how the do by turn 100. Also think I've figured out what 'turnlifetime' actually does - the whole system works as a series of logic gates. Every time turnlifetime runs out, it follows the gates until it finds a strategy which fulfills all the tr
Also, any idea how the AI picks between strategies when it's eligible for 2 yet? Like, say, an Aggressive Benevolent race has a choice between a bene and an Aggressive.
why not just disable constructors in the StartStrat, give colony ships a big weight and scouts a small weight? That way, the AI won't waste time building starbases for goods it can't use, and will build scouts until it sees an empty planet, where upon it will build and send a colony ship.
I'm not sure that FOW is actually lifted on turn 20 for normal AIs - they do seem to react to exploration treaties with sudden bursts of colonization, which implies they still aren't aware of the worlds until then - but they do get 'inspiration' as to where habitable worlds are. It may be turn 20 is when the first of those flashes of intuition comes in. This means scouts do remain of some use on lower difficulty levels. I'm currently stuck using a mo
[quote who="rspiccaver" reply="25" id="3567046"] Naselus. FYI and anyone else currently working on the AI. I've been working on some changes and doing more testing (I'm close to OCD when it comes to testing, haha) and this is going to produce a couple of difficulties that I'm having a hard time currently getting around. On Normal difficulty, the AI will not colonise before ~ turn 20. (Except Dre
I think we should also remember that many games include some 'future-proofing'; that is, they have various features which are intended for hardware that isn't even on the market yet. If you want the recommended specs to mean 'can run literally every god damned thing in the game on maximum possible settings', many of those games would need to ask for literal supercomputer configs. Above and beyond that, many people who really could play the game quite happily on lower setti
I'm fairly sure it just cuts it off. I've been playing with the slow-growth malus so I only get 0.01 growth; getting to +50% modifier from there doesn't mean I gain 0.1 population on one turn and 0.2 on the next, which it should if the extra was carried over.
He may also have set to 100% research, or 100% economy, or might be bankrupt (where upon the game forces you to go 100% econ).
So I'm not exactly thrilled with how pop growth works atm. Presently, there's a 'base pop growth', which is XML defined as a flat 0.2. Then everything which effects pop growth is done as a %. This has a few silly consequences. First off, as near as I can tell the game doesn't record growth or population to a second decimal place. So if you get +10% growth, that's actually nothing (which is a problem when some techs are % gr
I think this is pretty much true for Ascension and Influence too tbh - the AI's inability to put any pressure on the player makes these victory options a little bit of a cakewalk atm (of course, conquest is too, but at least requires more effort). Presently, I keep Influence on just to act as 'fake domination'; I turn research, turn limit and ascension off.
[quote who="Deathwynd" reply="13" id="3566802"] Hrm ya know that is an excellent possibility and might be easily moddable I'll look into it. It is much more reasonable that maintenance costs would suffer due to logistical issues with a large empire, but again you run into the economies of scale issues where large empires could just be rendered bankrupt because of it As far as simply removing the LEP that is very easily done, I can post a simple mod file to do so if anyone
[quote who="Captain Patch" reply="31" id="3566693"] 17 tera bytes? It's hard to imagine 95+% of players having anywhere near that kind of computational ability. Anything above ONE terabyte is just now starting to become commonplace. (>10% of consumers) And that's for the hard drive. Last year (last time I had my PC upgraded) 8 Gb of RAM was considered "more than adequa
[quote who="KD7BCH" reply="18" id="3566699"] This is what the AI needs, it needs short mini-strategies, medium more strategic strategies that last about 50 turns, and enduring goals, which last the length of the game.[/quote] I'm not disagreeing, but it's beyond the scope of what we mere modders can do. Take it up with Brad. :D [quote who="Stalker0" reply="19" id="3566746"] Well, if I was to look at my own gameplay, here are some of the mini
No worries. Tracking down file system locations for steam installs is a pain.
[quote who="SteelDragon78" reply="2" id="3566682"] Naselus, Thank you for the very detailed responce. Only one issue I cant find the galciv3\data\game file. I looked in my docs / galciv3 / but there was no data file. I also looked in the steam folders. Please help [/quote] it's in the Steam games local files. It's not the 'game' file, it's a folder.
They only work against their 'main' attack type.
[quote who="marigoldran" reply="16" id="3566654"] Wowowowowowowowow. You're awesome. Can you be the first person to mod an Improved AI? Kind of like the person who made Skyrim Redone? (One of the most popular Skyrim Overhaul mods out there) [/quote] It wouldn't be the first time I've done a big mod. And yes, once I've finished moving house this weekend I think I'll have a look at splitting the game down into 10-turn sections
[quote who="joeball123" reply="10" id="3566640"]At present, though, building up enough influence structures to make a 'peaceful' influence victory a viable option isn't that likely to leave you in a relatively weak state in military strength, manufacturing output, research rate, or total income. [/quote] Exactly. It's not making a dent on research or manufacturing. If you don't have to sacrifice anything to become a dominant culture, then eve
[quote who="Franco fx" reply="6" id="3566621"] I did all the things you mentioned. I had 4-5 wars. I invaded numerous planets, and I crushed the AI in every way possible, A conquest victory had been over 75% for a hundred turns. I chose to win with influence and I believe that after a long game where you are basically in total control of the galaxy and you have done the things to magnify your influence, the AI should collapse and end the game, in the same
[quote who="jmccrea" reply="13" id="3566616"] These changes you have made to do this...is this anything you can share and then we can help test to give you feedback back? Im willing to help do that if you can give me directions and whatnot. [/quote] I've added them all into my Insane-Abundant balance mod for the moment (available here: https://forums.galciv3.com/467008/page/1/#3566625</
Updated to V0.3. Huge amount of AI work in this one, with a few minor changes to balance. I've also updated the ship blueprints; I wanted to use TurielD's for this purpose (as he's done a lot more work on it that I have), but couldn't find the files (the dropbox link said no). The AI is generally a lot more competitive, particularly diplomatic races, and seems to have no real trouble with needing resource for ships. I also made carriers tak
[quote who="peteincary2" reply="7" id="3566607"] That doesn't work, and I'm glad it doesn't since otherwise you end up with "stacks of doom" which I have not liked in other games in the past.[/quote] Well, fleets do go some way to preventing the 'stack of doom' phenomenon, since you need to spend half a dozen turns producing each fleet. That makes stacking them up much beyond 5 extremely expensive. And I do think that, no matter how big we want
OK, now back by my main machine, which I left on that soak. Looks like my faction surrendered to someone on turn 259. 3 AI races are all neck-and-neck at around 1800 power: The Iridium have reached 1000 population and have 95 planets, two of them taken from someone else. They've built 48 starbases, built 350 ships and won 78 battles. The Salarians from the MAss Effect race pack are next, While they only have 48 planets and 25 SBs, they
In truth, is there any challenge whatsoever in an influence victory? I don't mean this in a disparaging way - but rather literally: Where is the challenge in playing for an influence victory presently? The reason you're bored is because there isn't one. In a conquest victory you need to defeat enemy ships. In a diplomatic victory you have to convince the AI to like you. These are only 'broken' in so far as it being far too easy to achieve, something