The way the AI designs its ships is, unfortunately, not geared towards being adaptable. The AI cannot choose to make a ship with more of one defense or another, without there being a specific blueprint for it. The AI cannot choose to put more engines or sensors on its designs to deal with a larger map, unless there is a specific blueprint for it. The AI cannot choose to put fewer support modules on its ships even if the map is tiny and its range is already 3x its radius. <
TurielD
[quote who="Thecw" reply="11" id="3564928"] Quoting TurielD, reply 9 As it is, the current blueprints have needed some love since 1.0 (probably earlier, but noone noticed). Uhh, noone noticed? I reported bugs on the ship classes and blue prints in early Januari (at that was version
[quote who="Larsenex" reply="5" id="3564719"] As a suggestion, on maps larger than HUGE I would have the AI prioritize Engines first then other components. Personally I was only putting in one engine on my ship designs until a poster mentioned that he has more fun and is more effective with at least two engines. So now on big maps I always put in two engines at the expense of anything else. [/quote] Slightly easier sai
Actually I don't even know how to find myself on those lists. Don't think any of my wins have gotten more than 70 points :/
[quote who="naselus" reply="25" id="3564861"] Of course, you're still literally always better off building a factory or research center, since the 25% bonus they provide to whatever you're specializing in is as good as the benefit of maxium approval, [/quote] ... those multipliers flat stack? Seriously [e digicons]XO[/e]
[quote who="Dionysis58" reply="63" id="3564855"] Nice work here guys! Just wanted to point out a small spelling error: The Federation constructor is called the "Rigel Contsructor" i.e. the "t" and "s" are switched in the word "Constructor". Thanks again for doing this! [/quote] Hah so it is. Fixed for next release. I expect there will be quite a lot of those - please do point them out and I'll poke the ri
I've been digging through the AI ship-equipping coding for a good while now, and I do not believe it is possible for the AI to adapt to your loadouts in GC3. Perhaps it can choose between the ships it has available to design, to pick the ones with the best defenses vs your weapons, but in that case it is not able to (for instance) react to the player if the player is using medium missile ships.
[quote who="naselus" reply="17" id="3564828"] I colonize a planet and build no approval buildings. I add 5 farms into the empty slots. I have 15 population with a -25% penalty to production, giving me 11.25 population's worth of output. You colonize the planet and build 5 approval buildings. You have 5 population with a 25% bonus to production, giving you 6.25 population's worth of output. [/quote] Hmm, is there a point of
[quote] Yes, on Insane maps they are absolutely needed. The maps are simply too large to be able to only see 4 hexes out. [/quote] It seems to me that this is an argument that sensor should scale with map size. Lots of things should scale with map size - the game is currently balanced for Large and smaller (see the LEP, etc). It'll get there.
[quote who="Larsenex" reply="4" id="3564811"] Man, can we stop with the nerfs? [/quote] No :P [quote] The CEO of STARDOCK uses sensor stacking, the lead developer uses SENSOR stacking. Its a feature not a bug. I never ever will get why someone will call for nerfs to a solo player game. [/quote] Well, for one thing it's a multiplayer game too. But even if it was SP only, I wouldn't agree. <
[quote who="joeball123" reply="6" id="3564762"] Quoting TurielD, reply 1 Bear in mind that hives only produce flat manufacturing, and not research, so your research is going to be limited by that population. Bear in mind that this is not true, and only appears to be true because the developer
[quote who="Seafireliv" reply="136" id="3564722"] Quoting dansiegel30, reply 130 Yes, playing challenging. I think I've peaked my difficulty level, until AI gets its FOW turned off. Krynn and other AIs just have a huge advantage, not having to SEARCH for planets. I play pragmatic or benevolent, so I d
Someone went overboard on the Kinetic weapon production cost too it looks like; from being the cheapest weapons to mass-produce and heaviest to being the lightest and most expensive heh. I also agree with Dansiegel; comparative resource frequency is way off, rendering durantium overwhelmingly more prevalent than the other types - this may counteract kinetics being slightly crappy... I dunno, that's an interesting balance thought. Anyway, I had a go at re-balancing r
[quote who="Eratosthenes" reply="2" id="3564676"] I haven't modded anything, and they love move 3 ships. Especially their carriers. All the races seem to use them. Late game in my most recent game, on an insane-sized map, and their ships generally were move 3, with a few that were move 10-11. Makes them easy to pick off, as you said. I've also noticed that they seem to attack once, then stop, even if they have move left over. [/quote]
[quote who="Stalker0" reply="13" id="3564675"] Quoting marigoldran, reply 8 What's the point of building an approval building when you can just plop a factory there in place of it? Actually, when I ran the numbers a while back for a Q12 planet, the morale building was the BEST
Version vB2 is now released, and can be downloaded here: http://www.moddb.com/mods/starfleet-mod/downloads/release-vb2-code Templates remain unchanged and the Faction Portraits file structure has been relocated in to the main mod folder, so no secondary file is needed if you already have the templates. **Changelog**: vB2 * Fixed the ship-design crashi
Continuing on from the above shenanigans: https://gfycat.com/FatEverlastingDrake This goes on for dozens of turns, untill the AI suddenly decides it's ready, and it colonizes all the worlds in one big wave.
Another example of similar behaviour: There has been a colonizer parked in the bottom left for a long while. Long enough to build another colonizer, and two constructors. It once selected the indicated planet as a destination, moved a single turn, but then first selected the planet along the NW edge of the FoW as a destination (it was still unexplored in
[quote who="marigoldran" reply="8" id="3564625"] What's the point of building an approval building when you can just plop a factory there in place of it? Personally I think developers created the concept of "morale improving buildings" to confuse the player and make them play worse. They're a trap that will lead you away from the most optimal path. I know I'm not very smart, but any other explanations for why developers created the concept of "morale im
I'm currently in a testing game, and I've found that the AI is fond of using a few Medium ship designs which are notably lacking in the move-speed stat. Though the Yor faction I've found making this mistake have stronger fleets than the oposing force, they are being outmaneuvered, with starbases, planetary guardian ships, and troop transports being picked off by their faster enemies. <img src="http://i.img
Take a look at this: https://gfycat.com/EnchantedHealthyCub It's turn 134, and I've set my AI faction to soak up against an AI Yor on Medium. My AI is expansionist, and has found a world to settle; that colonizer has been on its way for 10 turns or so. But now that it's arrived... it turns back. It continues this behaviour (approach, stop, select new destination way b
You were right. The problem was here: [quote] Debug Message: Game Started (New Game). Debug Message: ImplementShipBlueprints FAILED. Could not find ship class: PrototypeFederationGuardian Debug Message: ImplementShipBlueprints FAILED. Could not find ship class: FederationAssaultCarrier ... Debug Message: CShipDesignerWnd::SetShipDesign: isDesignUpgrade: 0 [/quote]
Aaah yeah you're right - assembly is based of the SyntheticLife trait, I thought it was based of the base colonization tech in the Yor tree! Nice catch :) That makes it way more viable than I thought - though it may get a tad tedious manually building 2 pop per time on dozens of worlds
It frequently takes over 30 seconds to open a subforum, post a reply, or wait for the 'give reason for +1 karma' reason to show up. Are other people experiencing the same?
Hmm, that's an interesting one. They'd basically not be able to grow your population until you can capture pop with other planets, so you'd have to send colonizers with 0.1 pop to each planet. If you take Pioneering for a bit of pop and later the 5 loaded transports you're over 20bilion - technically enough to hold 200 worlds. For the rest, you'd have to capture worlds (idealy via culture flipping, but invasions work too)