naselus

naselus

Joined Member # 2608034
28 Posts 1,372 Replies 26,244 Reputation

[quote who="Captain Patch" reply="29" id="3566534"] Forgive me for saying so, but you sound something like a "Bigger is better" elitist. [/quote] Not really; a large part of my job is providing machines powerful enough to do the task at hand as cheaply as possible, so I generally have to be pretty spot-on when it comes to power vs price. As I say, we do a lot of CAD work, so I'm used to Revit and Photoshop files than regularly hit 10-20GB of RAM on their

60 Replies 128,790 Views

[quote who="peteincary2" reply="3" id="3566539"] I just think it needs to be consistent. [/quote] Agreed on that entirely. I'd still rather see the choice removed, since I'd certainly expect my powerful fleet to move to protect the weak one in the attack. Allowing the other side to pick also encourages making mega-fast transports and just running them in from way outside the AI's range.

8 Replies 74,010 Views

[quote who="Goatmeal" reply="4" id="3566547"] Though, as mentioned many times, morale isn't really that important anyway... [/quote] It's not that important, but it will at least become reasonably relevant again if the penalty is applied last. Approval's big problem is that it doesn't bear up to a cost/benefit analysis compared to other improvements. Now it might.

18 Replies 22,610 Views

[quote who="wpkelley41" reply="2" id="3566519"] Thank you. Unless you recommend different, and you don't seem to, I guess I'll wait for the official release. [/quote] Even Stardock pretty much recommend not to atm -that's why they've password-protected it.

4 Replies 8,366 Views

[quote who="dansiegel30" reply="8" id="3566520"] Hats off to you naselus. But you will need to run LOTS of soaks, with LOTS of statistics to make any concrete conclusions (an output of the timeline into a file, would be extremely useful to evaluate soaks). I'm sure this is how stardock tests it themselves, Probably being able to save the soak save game every turn, giving them the ability to go back and see what was going on when its empire made radical changes in power st

54 Replies 45,905 Views

Ran another soak, same settings. By turn 110, the Iridium corp had over 1000 points. They're way out in the lead, probably due more to the maintenance settings I've included than their AI being particualrly ingenious. They built around 100 small warship around turn 100 and have gathered them into what I believe Marigold would call MAX STRENGTH FLEETS. This suggests that the AI's fleeting woes are more down to lacking the industrial grunt to populate them tha

54 Replies 45,905 Views

You need to opt-in with a password in the 1.1 preview patch notes thread. 1.1 is not only very buggy at the moment, but also includes the Steam Workshop beta, which is likely to be wiped when it's actually released. The actual 'full' release of 1.1 won't be until next month.

4 Replies 8,366 Views

So I made some changes and ran a soak on insane/abundant (with base 1600 around ~1000 habitables), spiral galaxy, 40 players, uncommon pirates, normal difficulty. Changes were: * Made 'startstrats' last 50 turns * Moved all the non-endgame and startgame strats apart from the 'expansionstrats' require turn 100 to start, so at level 50 they chose expand. * Removed the tech age requirements from strats * changed the governors t

54 Replies 45,905 Views

There's a cuople of files you need to tweak: Firstly, in galciv3\data\game, you need to change mapsizedefs.xml: In there, you'll find 'base'. Base is the seed number; more or less everything is determined by multiplying or dividing this number - higher means more stars, more planets, more habitables. You'll also need to find 'maxhabitableplanets' in the same file. This is a hard limit on the number of habitable worlds that can

6 Replies 15,719 Views

You can war in the in-between phase. Not being able to is largely a matter of your playstyle. Trying building up a few of your planets during the rush rather than spending absolutely everything on colonizing so that you have some mature worlds by the time the initial phase ends. Given the incredible advantage attackers get in invasions, you really don't need a very big population to take huge numbers of planets. Advancing the empire in stages [i]does[/i] work; it's just that present m

7 Replies 9,422 Views

AI effects in Factiondefs.xml: Seems mostly just to unlock strategies. is used in conjunction with the modifiers in AIStrategyDefs.xml to determine research choices, probably in another random weighted array Sets the AI's initial War Endurance - how much punishment they'll take before they throw in the towel.

54 Replies 45,905 Views

OK, he's what we know about AIStrategyDefs.xml: The code is split into scopes. Everything within this scope is one AI strategy. determines the earliest turn the AI can do a strategy. determines the final turn is can follow it - not pick it, FOLLOW IT. is the amount of time the AI will follow this strategy for once it's picked it. This means that if you attack it on

54 Replies 45,905 Views

No spamming in here please - stick to discussing the code. That's for everyone, not just Marigoldran (though he's usually the worst offender :P ) That also goes for suggestions - unless you can figure out [i]how to code[/i] an AI strategy, please DO NOT suggest it. We can all name 50 things the AI could do better, but that isn't really helpful unless we can convert that into XML that actually does it. So we need to be able to figure out every line of AI-rela

54 Replies 45,905 Views

Not a thread for talking about how terribad the AI is, but a thread for discussing the contents of AI-related files and how we can mod them. I also want to keep tactical battle behaviour out of this thread - it's not really the same thing, since the player cannot really take advantage of it to the same extent. Thus far, we appear to have determined that the AI is directly affected by the settings in the following files (I'll update this as we find more): <p

54 Replies 45,905 Views

The Diplomatic AI strategy is truly horrid. It kicks in around turn 30, and the Thalan and Terran factions ALWAYS use it from when it becomes available (except when in war). The AI will adopt an 80% research spending, 10% manufacturing , 90% social manufacturing focus. This is happening before the AI has built everything on it's planets, so it never manages to finish building up it's worlds; it gimps itself automatically. On top of this, t

0 Replies 1,841 Views

[quote who="marigoldran" reply="1" id="3566229"] My point in an earlier thread has been the AI should simply mass fleets at its worlds until it's maxed out logistically and then randomly choose a target. The AI is trying to do too much. As a result it does dumb things. A simpler approach is better. [/quote] Except your attempt at a simpler approach was simple in the way AI written by an 8-year-old is simple, rather than

2 Replies 7,422 Views

[quote who="rspiccaver" reply="47" id="3566236"] I'm trying to think the last time I actually just played the game. [/quote] I've not actually [i]played[/i] vanilla in a while. I sometimes start it and watch what happens. I do play my own modded version from time to time though - there is a good game buried under these issues, but currently you do have to get creative in the xml.

48 Replies 132,804 Views

[quote who="dragoaskani" reply="10" id="3560299"] Nope. I have played one insane map game to completion, and am on a second one now. Running 50ai opponents as well, with max minor races. But my rig is also a hell of a lot newer then yours too. So dunno. [/quote] Likewise. Speaking as an IT professional, the specs of the machine listed are really kinda bad, tbh. The CPU is quite old, and not particularly powerful. 8GB of RAM is fairly

60 Replies 128,790 Views

[quote who="anninhilator" reply="4" id="3565522"] Biological warfare: pragmatic- War is hell, those people are at the wrong place at the wrong time, the lives of our soldiers are more valuable Mass drivers: malevolent- ALL YOUR WORLDS SHALL BURN!![/quote] I kinda feel like these two are the wrong way round tbh. Bombing the shit out of people is pragmatic; infecting them with hideous plague is evil.

6 Replies 9,215 Views

Take a look in GalCiv3AIdefs.xml. There's some interesting bits and bobs in there, which are difficulty-agnostic. Amongst other things, it looks like the AI gets halved research costs, regardless of difficulty - probably to try an offset tech inflation. There's a whole bunch of stuff for determining diplo, and a lot of things relating to picking starbases etc. Also seems to define the AI's willingness to sue for peace during a war, how weak it has to get bef

48 Replies 132,804 Views

[quote who="a0152570" reply="7" id="3566183"] Have you seen this work? I tried it several times and my relations never improved. maybe i did not give enough? [/quote] Oh, I don't do it for a relations boost, I do it just so they're able to build up. I regularly outpace the AI's tech level in the opening 50 turns or so, and then give it a ton of techs just so the game isn't completely one-sided.

12 Replies 19,216 Views