TurielD

TurielD

Joined Member # 3600233
33 Posts 278 Replies 2,124 Reputation

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. <

5 Replies 30,131 Views

[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

16 Replies 69,373 Views

[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]

56 Replies 174,693 Views

[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

88 Replies 329,091 Views

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.

12 Replies 17,887 Views

[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

56 Replies 174,693 Views

[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.

37 Replies 57,480 Views

[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. <

37 Replies 57,480 Views

[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

7 Replies 19,104 Views

[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

150 Replies 729,528 Views

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

3 Replies 13,307 Views

[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]

16 Replies 69,373 Views

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

88 Replies 329,091 Views

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

6 Replies 4,618 Views

[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

56 Replies 174,693 Views

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

16 Replies 69,373 Views

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

6 Replies 4,618 Views

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]

88 Replies 329,091 Views

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)

7 Replies 19,104 Views