hfxnikolai

hfxnikolai

Joined Member # 3419235
4 Posts 48 Replies 172 Reputation

Agreed, ai with constructors and anomalies would be interesting. But you'd end up with all sorts of starbases in your territory that you have (currently) no way of getting rid of short of buying or war. You'd definitely have to give players the "remove starbase" option we get from the Ai all the time in order for that to work. Then again, on higher difficulties, the Ai is unaffected by FoW, so it knows where all the anomalies are anyway. Humans using construc

10 Replies 9,164 Views

The Ai is still stupidly, laughably exploitable in so many ways diplomatically. Mostly because it has no concept of what a 'good' and 'bad' trade is. Remote starbases can have value, but it's entirely dependent on the situation of the game at the time. That 'good or bad' at game situation X is really hard to predict or program in. That said, planets are how you win the game in any victory strategy (niches strats like 1 world godlik

9 Replies 11,950 Views

The Ai doesn't do either of those things. There's a lot of stuff the Ai should do, and doesn't, and does do that it shouldn't. Most of it is exploitable and should be fixed, especially in regards to diplomacy trades like useless bases and junk ships. The constructor through the wormhole is more of a human ingenuity thing. We primarily do it to get access to more anomalies - or hope to - it's too random to be reliable for anything else. The A

10 Replies 9,164 Views

Everyone's 5 issues are going to be different, so that's kind of a loaded question. As an experienced player, the things I consider issues are different from what a new player would find. The game is WAY better than it was at release. There's also some really great mods and steam workshop stuff out there to liven up your game experience. That said, the Ai still needs work in several areas, and Diplomacy, though technically functional, is kind of a mess.

27 Replies 157,719 Views

My Suggestions: - More than 1 transport in a fleet (the Ai should be able to do pre-invasion math, so it can send an appropriate number of transport ships, because no matter how many times you try, that 3 pop ship can't take a 30 pop planet, unless using invasion tactics). This seriously hampers the Ai's ability to militarily expand. It shouldn't take a 12 planet empire 100+ turns to conquer a minor race world. - Garrison captured planets better</

52 Replies 51,146 Views

[quote who="zuPloed" reply="17" id="3645195"] Building culture buildings is only the counter fire with fire method. Another way is just to try to invasion snipe a key influence world. I once conquered like 7 iridium colonies with two invasions that way, simply because their empire collapsed under their own 'influence'. The issue I have with Horemvores 3 pop variant is, that it also means, that colonizers use 3 pop, which depopulates the homeworld (which can often make

35 Replies 137,241 Views

[quote who="zuPloed" reply="10" id="3645045"] This can be part of my suggestion number 4) Will update my OP now. [/quote] Yes, this sort of condition if/or response thing would be very helpful. Right now culture is kind of a juggernaut once it gets rolling it can't be stopped, because each planet you flip just adds to the culture wave. Basicall

35 Replies 137,241 Views

[quote who="Horemvore" reply="14" id="3645115"] Quoting zuPloed, reply 13 oh, I see - and since it can't use the pop slider, it can't make use of multiple transport modules either? Correct. [/quote] And these 2 things combined result in the Ai's overall

35 Replies 137,241 Views

[quote who="Horemvore" reply="1" id="3644816"] I would like to see for 1.82/1.9: Allow the AI to use the Population Slider. Allow the AI to use more than one Transport. [/quote] Seconded. I'd also like to see 1) The Ai understand how to use culture as a tool.... 2) ...and recognize when culture is being used against it, and counter it w

35 Replies 137,241 Views

Getting a weird error after 1.81 that wasn't there last night (or any other time) GalCiv3\Mods\Improved AI\Game\GalCiv3GlobalDefs.xml(1285,18): error: element 'TutorialCampaignInternalName' is not allowed for content model with a whole bunch of crap after that lol

156 Replies 328,411 Views

If you play on Normal you see the difference clearly - it's because the Ai doesn't pay maintenance on ships at high difficulty levels. So you see empires with 5 planets and 200+ ships, something you could never achieve as a player with those same planets. Since it doesn't have to worry about an economy, it doesn't think it needs planets, but big #s of ships since they're basically free. Horemvore's mod works well, although I play on Huge-Gigantic map size

2 Replies 5,743 Views

I always wondered why it was a wealth hub and had nothing to do with wealth lol. I don't play either of those races much, but your changes sound reasonable. Thanks!

84 Replies 291,912 Views

Horemvore: This mod works great, but did you nerf the diplomacy bonuses for race specific buildings in it as well? I was playing Krynn last week and noticed the Shadow Temple gave +2. I built 3 for other reasons then noticed everyone was in love with me.... Thanks

84 Replies 291,912 Views

It's possible. On any difficulty above Normal the Ai is unaffected by FoW, so it could very well be "reacting" to your colonizer on the way. Or, that planet is just next on the ai's colonization list and you get there around same time by fluke. One of the things the Ai does fairly well is colonize. In the early days of my playing this game, I used to explore for a while, then reload a save from the start so I had a little colonization heads up advantage. &nbs

12 Replies 39,347 Views

Regardless of your play style, the way the game is right now, garrisoning planets with ships is unnecessary. The Ai can't send more than 1 transport per fleet with 2.5 troops, so any reasonable amount of planetary defense and resistance will successfully defend every time. If you play with lots of resources, put an elerium shield everywhere and you're done. Or research some of the Militarization techs. Frees up your ships to do more fun things with. By

16 Replies 19,832 Views

The Ai definitely FoW cheats. The evidence is not so much with Colony ships, but with FREIGHTERS. Stop me if this sounds familiar.... You are early game. A race you have not encountered, who when you do has the diplo mod of "outside of our travelling range", suddenly fires a freighter into your territory from "the great blackness beyond". That freighter must have been launched at least 10 turns ago, and would have taken several to build. There is no way a sco

15 Replies 50,648 Views

This is one of those "the ai has different rules than the human" moments that plague the game. Like asking for starbase removal or peace terms. Generally, when asking an Ai to go to war, it will cost the player at least 3000cr in "stuff", whatever that may be. Modified by relations, power, etc etc, mostly upwards. When an Ai asks a human, they offer 1 tech (usually the lowest end one you don't have) or 10% of their treasury (max) or 150 cr whichever is hi

7 Replies 6,472 Views

Wether we like it or not, Stardock has established it's operating model as selling a Ferrari that only goes 30 mph. It looks great, and technically still counts as a functioning vehicle in all important aspects. It's fun to drive for a while, but it's obviously flawed in some fairly important ways. Over years, the dealer will upgrade it so maybe someday it will drive its top speed. So, it's a patience game for us buyers I guess. Whatever we call it, w

29 Replies 24,445 Views

Currently, the Ai makes no real effort to expand it's empire after colonization. It doesn't know how to use culture or alliances, and the military Ai is plagued with issues. Those things all contribute to the 'static effect". The human player actively tries to expand their empire. The Ai's stick to their provincial territories and do not. This means once the human player gobbles up a few planets or small empires, they can't be stopped. <

0 Replies 9,258 Views

Sponsor the shipyard (distance doesn't matter in this case) with the planet you want the freighters to originate from.

3 Replies 8,579 Views

Fantastic work as always! I've been pounding the table for a while now about expanding the diplomatic scale, to alleviate too easy (and too fast) diplomatic victories, and too much early game Ai warmongering. Well done. I can't believe I played all this time without actual numbers for the modifiers! Even after all my hours of play I thought "-" was -1 and "---" was -3. I never realized there were degrees of severity. In the test game I'm pla

84 Replies 291,912 Views

Agreed. It might also help with the AI not actually doing anything mid-late game, like expanding their empires or banding together to resist a strong empire.

4 Replies 7,955 Views

[quote who="neilkaz" reply="15" id="3639178"] Oh and I forgot to mention that when I took Altaria and Wisp on T30 every structure was destroyed! I've never seen this before and normally if I am able to conquer a planet that early on Godlike or even Incredible they are quite well built up. Is this a feature of 1.8 now or your AI or some bug caused by the combo? [/quote] It's a 1.8 thing. Conventional warfare destroys all the improvement

156 Replies 328,411 Views

Definitely waaaaay better than it was. Ignore the DLC for now. Between player mods and the steam workshop, there are tons of free content that will keep your galaxies diverse and interesting for a long time. It took many years for GC2 to become the shining paragon of gaming brilliance we all remember. But we all seem to forget it was supported and updated for 7 years. GC3 still has issues, but the list is shrinking, and it's a radically different experien

12 Replies 48,786 Views