The war AI IS awful. Especially on larger maps. The problem mostly stems from the fact that the AI is very dumb with transports. Like, if it has a transport too far from the war, it will never get used. Rather than looking near its borders for enemies, it checks to see if there is an enemy planet within a certain distance of its resting point, usually a rally point next to the shipyard it was just built at. By default, this distance is only 8 parsecs, or "still inside their borders."
Vidszhite
Updated. I might have over-tweaked how much it loves constructors now. Let me know if there's any problems on that end.
Soon. :) I'm just checking a few things to make sure my last round of changes didn't break anything. Actually, it looks very promising.
Expect an update later tonight, guys. I've been playing around with the XMLs some more, and so far, it doesn't look like there are any negative effects felt from increasing the War Focus radius. All it seems to do is increase the distance the AI is willing to send their transports, which makes the AI much more aggressive on larger maps. To give you an idea of the changes I've done, beforehand, the AI would only send Transports to invade if there was an enemy planet within 8 parsec
There's a good reason why. The AI only invades something that's within a certain radius of its Transports, and by default, that value is 8, which you'll notice is extremely small, especially on large maps. Increasing this radius makes them far more aggressive at invading, and the Drengin notably become monstrously powerful, because they tend to go after the high-level Kinetics techs very early. I've made a mod w
Go right ahead. In the meantime, I'm going to be fiddling with other values to see if I can't fix the AI's love affair with Tiny ships as Defenders.
Ever noticed how poorly the AI handles its wars? It builds transports and sits on them, loads fleets up with tiny ships that were obsolete ages ago, and rarely does anything but annoy you. Here's a neat little fix for that. http://www.mediafire.com/download/edf9fdx86hxlz5q/VidWarAIv3.zip With this, when the AI goes to war, it will almost exclusively build transports and capital ships, which mean
UPDATE: I fixed it. In GalCiv3AIDefs, I increased to 16. It now very aggressively pursues invasions when it has transports, especially on large maps. No longer does it sit on piles of transports when it's at 3 wars, it uses them any way it can, which is exactly what I was hoping for. A side-effect of this is that the Drengin became MONSTERS!! Move over, pre-nerf Krynn, the Drengin are in town!
[quote who="naselus" reply="2" id="3570100"] Quoting Vidszhite, reply 1 The Kinetic/Beam/Missile/Tactical Support are classified as Transport . Holy god, that's a good catch. [/quote] Unfortunately, I now think there may b
1) Custom Flavor Text support without needing to resort to Total Conversion + Workshop support for Custom Factions created through the Mod Folder method. 2) More versatile Extreme World support. Right now, all of the Extreme Worlds handle everything in the PlanetTraitDefs file, which means custom factions that do cool things with extreme worlds aren't compatible with each other. 3) Better Wartime AI. The AI cannot into war because it keeps building Tiny ships to mix into i
You need a password to opt into the beta. The password is in the 1.10 patch notes thread . I assume you've skimmed that. You need to read the OP and read all the disclaimers to find the password.
[quote who="AvatarRob" reply="2" id="3569264"] Great stuff!!! Any plans for a huge one? [e digicons];)[/e] [/quote] The Super Star Destroyer is going to take some elbow grease. We'll see.
[quote who="Vidszhite" reply="26" id="3569876"] Here's a save from a recent Soak test where my custom faction, the Veluszhi, have utterly smashed the Automatons' army and have 6 fleets surrounding a planet near their borders, but they have no transports, and none of their shipyards are even making an attempt to build any after dozens of turns, so its wars stagnate and pile up while the Altarians lol their way to victory. <a href="http://www.mediafire.com/download/86kdr
[quote]2) The AI needs to value transports more highly. For some reason, even though they are told to keep at least 3 transports at all times during war, they ignore that parameter. [/quote] UPDATE: I found out why this happens. The Kinetic/Beam/Missile/Tactical Support are classified as Transport . This is causing the AI to look at those designs, say "I want those as my transports, not those crappy Cargo ones, because they have awesome
[quote who="wpkelley41" reply="3" id="3570044"] Thank you for the info Vidz. By the way, I read in a post about "UP research tech." Do we have to research down the diplomacy tree before we can join? [/quote] Not at all. Those techs do make being the UP leader more powerful, however, although since the list of resolutions you get is always random, it's not as helpful as you'd think.
[quote quoting="post"] Just an observation here. In most games of this genre these +research, +economy, +production traits tend to be a final modifier, but here they are additive with all other bonuses and provide no bonus to planets specialized with a different focus. For example, with clever it states I get a 10% bonus to research, but really the bonus is much, much less. Its a nice starting bonus, but even early-mid game, I'm focusing all my research on specialized planets who eas
[quote who="Hereward_Hills" reply="5" id="3570007"] Quoting Vidszhite, reply 4 I know how to fix tundra worlds. Make them IsExtreme and set the colonize prerequisite to ColonizationTech, and the upgrade to basic Extreme World Colonization. Thanks Vidszhite, I shall have a play with that. [e d
What I mean is, once you fix weapon augments working in blueprints, the blueprints with basic augments turn out to be horribly designed, and they make the AI even less effective at war, when before they had at least some basic competence. -L class blueprints from Gunboat-L all the way up to Cruiser-L don't strap a full suite of basic defenses on until they reach the filler stage of their designs, which require such absurd amounts of miniaturization that the AI will never get them, and sin
[quote who="TurielD" reply="3" id="3569887"] Yup, I found this one and put out a little patch/fix https://forums.galciv3.com/467065/page/1/#3568838 for it a while back. In the previous dev stream Paul said this had been fixed for 1.10, but its not in the optin. [/quote] Because of your fix, I have uncovered anot
Yeah, I hate how rigid this game is with extreme worlds. My custom faction wouldn't be compatible with this mod on the sole fact that to get it working the way I want, I had to change the default extreme worlds. Fortunately, making our mods compatible would be trivial. I just have to edit your XMLs to include my Veluszhi techs. I know how to fix tundra worlds. Make them IsExtreme and set the colonize prerequisite to ColonizationTech, and the upgrade to basic Extreme World Co
The UP doesn't happen in Soak games. There has to be at least one human.
[quote who="hardcore_gamer" reply="2" id="3569973"] Do certain types of races use certain types of weapons more or does the AI just adapt as I asked? [/quote] Some races do favor one over the others. Drengin favors Kinetics, for example. However, most races will use what they perceive as the most damaging weapon in the situation, so they will even adapt to balance changes without being told to.
Here's a save from a recent Soak test where my custom faction, the Veluszhi, have utterly smashed the Automatons' army and have 6 fleets surrounding a planet near their borders, but they have no transports, and none of their shipyards are even making an attempt to build any after dozens of turns, so its wars stagnate and pile up while the Altarians lol their way to victory. http://www.med
[quote who="Lavo_2" reply="105" id="3568977"] I really like the raw production UI additions and the return of detailed approval bonuses/penalties. Disabling tech brokering is also much appreciated; it is now a standard in my games. Though for one reason or another, I cannot activate the console, no matter what key I set it to activate with. [/quote] The console was disabled by default in 1.1. However, you can re-enable it by typing -cheat in Launch Options.
I think this would probably be for the best. Money is really, really easy right now, and even with the nerfs in 1.1, I can set my faction to -2 Traders and -2 Income and pretty much not even feel it. I'll have so much money that I don't even remember to set up trade routes. Money is never tight. I get everything I need from basic Tourism and maybe 1-2 income planets. The major problem with using Morale as the LEP is that you have to manage Morale on every world as a case-by-ca