[quote who="rspiccaver" reply="3" id="3566201"] Take a look at the GovernorDef.xml and you can see what planetary improvements are built. It mostly comes down to x number of manufacturing, x number of farms, x number of approval etc. How the AI determines whether a colony is research, manufacturing, influence etc. I haven't been able to determine, it's probably hard coded. [/quote] Hmmm. Looking at this, we could force-specialize the AI. If w
naselus
[quote who="mortili" reply="2" id="3566177"] The Blueprints work with ComponentTypes, meaning that you cant make a Blueprint with a specific Component (or can you?) [/quote] You could try giving it a unique componenttype. I've not really mucked around with ship design too much though - TurielD is the man to talk to on that front.
It's possible that they're just picking the first non-locked eligible category in the file. I suspect that it may qualify as a bug; no-one in their right mind could possible think the AI sitting permanently on 80% research from turn 30 was a good idea. Also, bear in mind that the FactionDefs.xml also contains some AI weighting; I'm not at all sure how these interact with the strategies (if they do at all - your finding seem to suggest they don't). <
I also seem to recall at least a couple of episodes of Transformers that involved cybernetic plagues. Plus, you can pretty easily engineer a nanobot which converts metal into much smaller pieces of metal; ultimately, nanotech is largely operating at such a small level that organic and non-organic cease to matter so much as the constituent elements.
I tend to hand over large tranches of techs to the AI at various points, just to try and make them remotely competitive.
It's twofold. Firstly, as most have mentioned, it's likely to break existing mods when it's integrated. This is a pain in the backside as a modder, because you want to be working on the cool ideas that inspired the mod rather than wading through boring busy-work getting the bloody thing back to how it was last week. This is compounded by the fact that the base game is currently undergoing massive balance changes and has huge issues, which means that many mod
[quote who="a0152570" reply="2" id="3566150"] Yes, but even though its a "worm' [e digicons]X|[/e] its not biological. The could/should be more susceptible to info warfare [/quote] Info war is more a matter of convincing people to join you voluntarily (hearts and minds stuff); biological is custom-made viruses, which I'd say includes weaponized APTs in the case of synthetics.
The AI will only use ship components if they're in a blueprint - it doesn't really use the ship designer, it just has auto-upgrading blueprints to pick from. Not sure how it picks which planetary improvements to use yet.
Ever heard of Stuxnet?
Good work. Now we need to figure out what happens when there's 2 strategies with identical requirements available at once; does the AI then alternate those? Either way, we need the diplomatic strategy to be considerably rebalanced; the AI should NEVER go under 30% manufacturing or 30% military, since these slider settings effect all worlds. New planets simply can't become viable at 80%+ research.
[quote who="dragoaskani" reply="42" id="3566013"] Who says all these populations are born? [/quote] Basic biology, really. Even if the emigrate from somewhere, they need to be born somewhere... In truth, the whole growth mechanic would work better if it were subdivided more than just to 100k, and growth rates were handled in %es. Then you could have proper growth worlds which produced lots of population and fed them out to smaller worlds via transports (or even a f
'Aggressive' gives access to AggressiveStartStrat, Aggressive_Strategy_general and expansionstrat_aggressive Benevolent gives Benevolent_strategy_general. Diplomatic gives Diplomantic_strategy_general. Cultural gives cultural_strategy_general. Scientific gives ConquestVictory_scientific. ExpansionStrat appears to be permitted for everyone, as is Wartime, ConquestVictory,
Have you remembered to turn mods on in the options menu? Also, make sure it's in mod\Game, or it won't work.
[quote who="TurielD" reply="9" id="3565663"] Guys, what part of (or, NOT ANOTHER FOCKING APPROVAL THREAD!!) was so hard? We've got 3, this is a thread to let it be known there's a difference between the two buildings that seems like it may not have been intended. [/quote] Fair point :)
[quote who="TurielD" reply="31" id="3565659"] With all we've managed so far, I think we could probably make a pretty good 'community AI upgrade' mod, if we got a few of us working on the same project. Better ship and collony plans, better AI prioritisation, better weighting of the various variables etc. [/quote] tbh, I've been collecting your ship designs and adding them to my games at home. I've been meaning to ask if I can toss them in
[quote who="rspiccaver" reply="30" id="3565654"] From the looks of it, all factions should enter the expansion or expansionaggressive stage at turn 31, but I have seen from experience that they don't. I can't be sure without testing, yay, this starting to feel like a job [e digicons]:)[/e] [/quote] I think there's a random roll between the various possible strategies, actually. is the first turn that the strategy is ava
[quote who="Goatmeal" reply="6" id="3565531"] That said, as has been pointed out before, morale can be overcome or even ignored quite succesfully. The one change I might suggest is that it seems more logical for % mods to affect the flat positive morale portion prior to subtracting out the negatives. Otherwise the % buildings are effectively gated by the presence of sufficient flat morale bonusses. [/quote] I'd just ditch the negative value on
[quote who="BuckGodot" reply="3" id="3565407"] Personally, I think the fixation with Patrotic is a tad overblown. Especially since there are some subtly powerful traits one can take in their place.[/quote] In fairness, Marigoldran is the only person fixated on it. He just posts about it so often it's easy to believe others are too.
[quote who="dansiegel30" reply="55" id="3565318"] Interesting insights on what the devs may consider a huge empire. more so on the the number AI players. perhaps they want a military victory to be a huge cost and reward playing tall, and trying a peaceful victory? i have played no more than 6 opponents thinking the more room the AI has, the more formidable their late empires get. My colony rush skills are weak, and the AI continue to do it better than I do with most rac
[quote who="marigoldran" reply="58" id="3565396"] Are you the type of person who enjoys washing his hands repetitively? Because this is something similar. [/quote] Much like obsessively starting new threads about the same thing over and over again on an internet forum.
[quote who="JTS80" reply="28" id="3565454"] 3. Mod Love What I mean by that is that is that you give the community tools so they easily can create mods. Right now, if things go beyond adding a race pic and stuff, at some point you have to weed through XML code. But there may be creative and inspired people out there that have gre
[quote who="Nastytang" reply="7" id="3565289"] SOoooooo how many post about this are you going to make ?? [/quote] He'll make a new one quoting himself every time he posts in an existing thread in a way he believes is witty or incisive. Usually including the entirety of his original post in the title.
[quote who="dansiegel30" reply="52" id="3565273"] I don't agree with you at all. You say you have to use these perks, opinion. You say LEP is too large, opinion. I am stating that approval bonuses are not calculated properly, and that can be exhibited with the simple fact that higher tech buildings are far less useful than low tech buildings. [/quote] The only reason why higher tech buildings are less useful than lower tech ones is
I don't think it's strictly true (there's several 'big' players who don't see a problem with LEP, and quite a few 'small' players who do), but in general yes, players who are more exposed to the problems of LEP are more likely to notice there's severe balance issues with it. On the other hand, that's so blatantly obvious you might as well say 'most people think water is wet', so it's hardly an astonishing insight on your part.
[quote who="dansiegel30" reply="53" id="3565270"] Even more basic example. Entertainment Capital is TRASH compared to an Entertainment Center. Now how is that design intent? If we could make unlimited research capitals and manufacturing capitals, we would, but not Entertainment capitals. [/quote] Well, it's not trash if you have positive approval already so if you have 1 world with just the capital and the colony building, you have