Vidszhite

Vidszhite

Joined Member # 3494671
30 Posts 254 Replies 1,375 Reputation

http://www.mediafire.com/download/6plsb23r3t2lhdv/DefaultBlueprintFix.zip This mod will ensure that the default blueprints balance each ship's defenses again, rather than stacking only one type of defense. Additionally, it improves several of the default blueprints, such as adding interstellar drives to the freighters, and giving every ship a better filler suite. Assault Fighters and drones are

10 Replies 60,026 Views

[quote who="VladelMC" reply="57" id="3575412"] The interactions with other races are much better now [/quote] Agreed; the trades are inverted from before, so that instead of asking for your tech for 75 credits, they want 75 credits for their tech. I find myself clicking "yes" to most of their offers now. they might be ever-so-slightly too talkative now, however. I think at one point, the Drengin begged for credits literally every turn until I said no.

90 Replies 239,220 Views

[quote who="KarlBar99" reply="69" id="3575841"] Given bestdefence worked fine for a while i'd say it's more the code behind the scenes that's got jiggered. When they made the change initially it did mix types. Seemed to go on the basis of the best type of whichever defence value was smaller. [/quote] I don't recall that being the case. As soon as I noticed the Best Defense thing in the code, that's when everything started screwing up. I could be wrong, ho

90 Replies 239,220 Views

[quote who="snarfo67" reply="6" id="3573285"] Hopefully they snuck in a fix for defensive systems always becoming point defenses, too... [/quote] I know what causes this bug, and I could fix it myself tomorrow. They implemented a new system called "BestDefense", which tells the default schematics to always put what it thinks is the best defense for the current makeup of the galaxy. Unfortunately, when they implemented this system, they changed all the blueprints in the game

90 Replies 239,220 Views

Updated. I did notice that since I was gone, there was a new modifier in the Blueprints called BestDefense, but since this seems to stack all of one type of defense to the blueprint's detriment, I have decided against using this in my new Defender blueprints. Upon testing it, they did significantly worse with the BestDefense tag instead of one of each defense. Keep in mind, if you use a mod that changes the original FactionShipStyleSetDefs.xml, this mod is not compatible.<

49 Replies 153,113 Views

[quote who="Larsenex" reply="36" id="3571597"] Ok Will your mod be compatible with the 'official' update? I see they are going to push out a patch to 1.1 tomorrow. I am holding off on a new game till I can get your War mod up to V3. Thanks again, your work is most appreciated! [/quote] It should be. I just got back, so I'm testing that right now. If all goes well, I'll release v3 immediately.

49 Replies 153,113 Views

[quote who="strayth" reply="137" id="3571595"] How do we use Steam Workshop subscribed ships? The Steam overlay doesn't seem to work in this game (exclusively), but whenever I use the new buttons for workshop - the upload one works but the other one does nothing. I've already subscribed to the designer ships I'm trying to look at, so I'm not sure what else to try. This is with both [ ] mods enabled (on and off) and with a restart

156 Replies 611,989 Views

[quote who="Eliotthib" reply="167" id="3571564"] New to messing with anything in the world of programming. I downloaded notepad++ but I can't even translate the .faction files. I've tried messign with the language and other setting and I feel pretty dumb at this point. Can someone tell me where the setting is? [e digicons]:O[/e] \ [/quote] There is no setting. .faction files cannot be edited by anything but GC3 itself.

173 Replies 1,207,756 Views

[quote who="naselus" reply="32" id="3571264"] Any idea what might make the AI target shipyards a little more? I'm seeing lots of action but the ships kill the enemy then wait for transports to come up, ignoring the shipyards; if they just took them out then it'd actually be a pretty good AI. [/quote] That's a bug caused by a value I changed in v2, but i forgot what it's called. It over-values defenses as a result, so it sees a shipyard and thinks it's way

49 Replies 153,113 Views

Drone interceptors are supposed to dive after enemy transports and take them out first, as only interceptors can attack supports while other ships are still alive. Unfortunately, they aren't durable enough to last more than a few seconds, so they never reach them before being killed. Guardian drones are supposed to be the answer to this, as only Guardians can stop Interceptors once the latter is in range of the Supports, but they are wholly unnecessary because of how terribl

6 Replies 20,673 Views

[quote who="Moogle65535" reply="2" id="3569322"] Most of us simply want Sector lines like GC2 had even if for no other reason than getting around a large map without needing landmarks which sometimes aren't readily present, i understand how it would look horrible or possibly more difficult to implement with hexes but as a toggle-able option those of us that want it wouldn't care too much. Yours is not a bad idea(i agree with for7676) in and of itself, although not something in wh

4 Replies 9,295 Views

They were on vacation for a week. They told us about that in a forum wide sticky a month ago, and it was everywhere on the forum for quite a while. So yes, they were quiet, but that was expected.

5 Replies 19,156 Views

I wouldn't screw around with those too much. I tried that, and the AI started doing very strange things. The only ones I would change are the Transport classes, make sure nothing Small/Tiny is set as an Escort, and set Carriers as Assaults. Then in the AI build defs, make them always prefer to build Capitals, Transports, small amounts of Assaults, decent amounts of Colony/Constructors, and the rest set to 1. That way, the AI only builds bombers and such if it physically can't build Me

49 Replies 153,113 Views

I'm out of town until Saturday, so no update for a while, but before leaving, I discovered this: the AI is diligent about never using Defenders as anything but stationed asset defense, so you can safely make their blueprint crazy strong because it lacks life support and engines. The AI will barely use them at all unless you offer a class of each weapon type, even if it would only use one type anyway. However, even giving it Medium defenders makes it astronomically better at defense.

49 Replies 153,113 Views

I'm disappointed in your decision to not just give the whole bonus at once from CanColonizeExtremeWorld, since these worlds are not really extreme, just "almost" extreme. I argue that Adaptable races SHOULD get the bonuses straight away, because the extreme worlds follow a pattern: it's either -50% production or normal production + a bonus. Since these planets are not very harsh, Adaptable races should just be able to use the planet's full potential straight away, just like the Te

80 Replies 302,504 Views

I figured out why the AI only uses Tiny ships to defend. It's programmed to only station ships that are classified as "Defenders", and the only ships with that distinction, currently, are Tiny ships. Unfortunately, if you classify a ship as a Defender, the AI will never use it for anything but that, so you have to make new ship classes (AIDefenseCorvette, for example). Getting the AI to use better defenders is going to take a bigger mod. I can do it, but it'll have to change the defau

49 Replies 153,113 Views

[quote who="naselus" reply="20" id="3570433"] how high did you manage to get it before it went fubar? [/quote] 256 was fine. It went fubar when I tried setting it to 512. The exact value is somewhere between those two numbers.

49 Replies 153,113 Views

I found out the side-effects of setting to extreme values. It seems to confuse the AI, and they won't invade anything once again. This means for Gigantic+ maps, the AI might not be as effective as it should be, and there's nothing I can do about that. I need the devs to fix transport behavior to be more like Colony Ships and Freighters, where they attempt to go after the first thing in range, no matter how far it might be from their current positi

49 Replies 153,113 Views

[quote who="The_Biz" reply="9" id="3570289"] i think the issue is that many of the more advanced strategy gamers have been around way too long to invest time in learning/mastering the beta or 1.0 version of games when they know it's just going to change and improve over time it's kind of unfortunate because it's better to get feedback early, but almost nobody knows how to ship a complete & finished game at release anymore so the veteran players are conditioned

12 Replies 25,040 Views