This really needs to be tuned up. I'm currently playing on an immense map, third largest option I think, and I've had 4 or 5 AI races now, surrender to AI factions that they were at war with, but had no border with and could not actually fight against. Feels like it cheats you out of a real fight when the AI just surrenders if it sees itself as too weak to fight a super power.
Osbot
[quote who="econundrum1" reply="2" id="3555729"] Point Defense counts against missiles Armor counts against kinetic weapons Shields count against beam weapons. [/quote] Thanks. I was thinking more along the lines of, is it more than just an HP buffer or not. But I definitely wasn't aware that PD = Missiles, Armor = Kinetic and Beam = Shields...
I'd probably be willing to shell $ for DLC packs that added animated races/portraits. One of those things that is perfect for DLC. Not critical to the game, just a pack of animated cosmetic stuff that people can drop money on if they want.
Do they all follow the same format. Is Point Defense similar to armor which is similar to shields?
[quote who="bornloser" reply="2" id="3555508"] so how come the small beam temlates offer only 6 damage per ship? [/quote] They shoot faster. Weapon damage isn't exactly balanced at the moment. Missiles and Lazers are the clear winners, with missiles being a little bit better than lazers unless you abuse reloading then missiles are game breaking strong. But overall it's sort of an apples and oranges comparison. They shoot at different ranges and are in
I think this is stuff that has great potential for the UP. Sort of like early 20th century naval treaties to stop naval arms races by limited tonnage and whatnot.
This is something I am struggling with. I'm one of those extreme min/maxers and my brain is just hurting trying to wrap my head around specialized research planets that are running significant manufacturing so they don't take 40 turns to upgrade one laboratory. In most space based tile base 4x games going back as far as I can remember with tile building improvements I've always thrown 1 or 2 industrial buildings onto my research planets and then just let them do thei
I've basically figured out what the problem is. It's primarily 2 issues. The issue we've covered already, regarding simply unfortunate map placement. The AI often has nowhere to expand to and by the time it can it's taken by someone else. In regards to the second issue, I'll direct you to the Krynn, everyones favorite monster AI. Why? Morale. The AI is currently experiencing issues managing morale. A bug with the promethion pleasure park (it was giving 6 we
Is it possible to disable surrendering?
Pragmatic has the starbase one which doubles mining production. I think it is actually broken at the moment, it's giving way way way more resources than it should. I'm pretty sure my resources have gone from around 7, to 50+ just getting it. That doesn't seem right ;p
Those are pretty nic....hhhnnnnnnngggggg
It's not just the Altarians. I've got 4x culture on planets and they won't flip. Basically 70 turns in, AI start colonizing extreme planets inside my borders and the planets won't flip.
[quote who="eviator" reply="7" id="3555005"] I crushed the level above normal. Already at that point the AI is cheating some. I'm sure there is some level that will give a challenge, but only after the AI is getting significant cheating bonuses. At normal it is already using its full bag of tricks. I seem to recall one of the big selling points of GCII was that the AI put up a good fight without cheating. I guess I have to just accept that the AI in GCIII will not be able to play bet
It looks like a bunch of stuff from xml files is actually right in the exe for this atm. So, mods you might be running to hotfix individual issues not yet patched may not be compatible.
[quote who="Publius of NV" reply="2" id="3554919"] Patch 1.01 included a fix for: Fixed an issue that would cause you to not be given ships by ideological events and anomalies if you obsoleted those ship designs in your ship lists Could that have been your problem? You would have had to have started a new game after getting 1.01 to see the fix. [/quote] Yea, it's a fresh game, and the ships have never been obsoleted for me in any game,
Take a race that has organized or make a custom race with organized. Then take all of the logistics techs + take the logistics specializations. I believe this gives you a maximum of +40 from logistics +10 base +10 from organized for 60 total. I may be missing one more +10 tech so it's either 60 or 70 logistics.
[quote quoting="post"] Hi, I have a problem with ideological traits. I unlocked enough points to aply on Benevolent I Pioneering, Pragmatic I Constructive and Malevolent I Militaristic. All this traits should give me some ships. Pioneering gives a fully loaded colony ship, constructive three constructor vessels and militaristic a free frigate. When I aply the points they are gone but I dont get the ships. I updated my game to actual version. No change! I
[quote who="Publius of NV" reply="4" id="3554575"] Quoting NotAnUser, reply 3 Vietnam. few low trained, poor equiped farmers won a war with a way bigger nation with better trained and equiped soldiers. Vietcongs didn't even have tanks The Vietcong were wiped out as a fighting force in the
Vietnam has really no point of comparison in this. Asymmetric conflict is not modeled in the planetary invasion, or post invasion simulation. The invasion models a conventional war.
We really need a system where manufacturing trickles into either economy, or science. Basically, if I run a slider at say 80% manu, 0% econ and 20% science, it would be lovely if, once all the manufacturing projects are completed, ALL the manufacturing goes into the other two fields AT their current ratio. So in this example, science bumps to 100%. The moment an upgrade needs to occur, it jumps back to 80% manufacturing.
I've already modded my fighters nerfing them. Assault fighters are now tiny hulls instead of medium and only come with missile tech. The interceptor fighters only use beams, and the guardians only use kinetics. So they no longer bring every weapon type to the fight. I'm also thinking I will greatly increase the maint cost of the carrier modules. Carriers should probably be one of your most effective ships, but currently they kind of trivialize combat. Packing a ton of
I crash once in awhile when I load up the designer. Not sure what causes it. I also crash when starting the game after I close it. Basically. 1st Start up, no problems. 2nd Start up, crash. 3rd Start up, no problems. I think it has to do with the exe not properly closing when you exit the first time, so the second load purges it, and the third load works fine again.
[quote who="SadfaceSquirtle" reply="10" id="3553447"] I don't ever touch the planet wheels, it's just tiresome, and I don't think the AI does either. This also makes specialization less of a no-brainer. [/quote] It does. It's in the XML ai files. It shows the AI plans for each faction in different phases of the game and shows how the econ sliders are adjusted. Unless I am totally imagining this, but I am pretty sure I saw that when I poked a
[quote quoting="post"] While it is fun and all to actually tweak every single detail down to the last bit of micro-management, it can get extremely repetitive and tedious when playing on an immense map, where there will be like 200+ planets to take care of. We need an auto-govern AI to free us from this task, so that we may focus on more important matters, like military conquest and so on. [/quote] I think the ability to set templates, and apply planet
The minimap colors are a pain in the butt. I went ahead and made like 30 new ones. You can only see like half of them on the drop down bar :(