TurielD

TurielD

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

[quote who="marigoldran" reply="4" id="3564612"] Oh. Well. Glad for the edit. Nonetheless, the point stands: morale buildings are still completely useless. Get Patriotic. Or Malevolence Lvl 2. And on larger maps, morale buildings won't help because the LEP becomes too high to the point where if you spam morale buildings it STILL won't help. I'm not even sure morale buildings are a good choice on smaller maps with

56 Replies 174,717 Views

When viewing battles in free view, I'm under the impression that we have full 360 degree freedom to look at whatever. We can also move around the map, view from above and below etc. However, when zooming, there is a limit: there is a 'max zoom' level, which feels rather weird. If I want a close look at my ships, and I'm looking from the side, the camera will at a seemingly arbitrary point decide it has zoomed in to its maximum. I then have to angle the c

7 Replies 13,289 Views

[quote who="MisterSaturnus" reply="2" id="3564511"] It appears that my game doesn't crash for any mod reasons, but instead decides to run on my integrated intel family chipset, an underpowered graphics card instead of the default nvidia one, capable of running the game. A frustrating issue, but not the issue at hand. What I would like to know is if to anyone else there are errors in my xml. [/quote] Your issue which isn't at hand can be resolved in the

10 Replies 49,723 Views

Alright, I've come around to agreeing that Handicaps are the easiest way to arrange the AI's production, so let's give this a shot. Someone come up with ballpark estimates of what the bonus for Genius and Godlike AI's should have at T1, T50, T100 and T200 and we'll work out a decent formula to get there, then we'll see if we can throw it in a mod. Currently we've got this for Genius:

16 Replies 39,714 Views

[quote who="Thecw" reply="58" id="3564498"] Quoting TurielD, reply 57 though it feels a little high (especially as we've already downgraded to Tiny fighters and upped the cost significantly A single tiny ship normally cost 2 logistics, so a module that gives you 2 of them

71 Replies 231,340 Views

Can we ask some follow-ups based on those questions? Like, how confident are you about the planned time-table of things you mentioned back then? Stuff like: [quote] There's going to be 3 DLC released in 2015 with the first one next month which will add a map editor and a series of "balanced" maps. [/quote] [quote] Re AI quality. If

2 Replies 13,694 Views

Look, it's not completley broken, it's just not working very well for huge empires because it doesn't scale to galaxy size and/or total habitable planets, and it doesn't work great for 'wide' empires as its balancing is a bit janky still, as Naselus has described. The whole thing needs some adaptation from a flat rate to a scale, and on this one I'm pretty sure we'll see fixed in a Soon(tm) patch. Also, I'm neve

60 Replies 126,485 Views

[quote who="Thecw" reply="56" id="3564482"] Quoting TurielD, reply 52 I think so, I've seen someone mention something about it (maybe even in this thread?) but I couldn't find the right syntax for it.. so I kinda just don't know how Duh? [e digicons]o_O[/e] You e

71 Replies 231,340 Views

[quote who="dansiegel30" reply="56" id="3564477"] Ah, one point....ASCII 13 is Carriage Return. And windows does support rediculously long file names. However, this debug message happens BEFORE the event "unhide ship designer", which I think is its way of showing the ship manager is launched. Its quite possible that the unprintable character is not related in any way. [/quote] Windows may well, but does the game's sh

88 Replies 329,146 Views

[quote quoting="post"] what NEXT. Stardock's perspective is that your purchase doesn't just get you the game "as is" but rather is the beginning of what will be a multi-year journey of updates to the game. [/quote] Ooh thanks for asking, I really appreciate the Stardock philosophy of continued support for products. It makes a huge difference to the long-term enjoyment of games! #1 - Not

84 Replies 364,240 Views

They cannot be culture flipped and I don't think they can be bought. You can make them your allies though - but this won't actually bring you any significant advantage. Possibly they may join your empire if they wish to surrender while at war with a different empire who are your rivals.

6 Replies 14,120 Views

The Vista install base is pretty tiny, out of all operating systems. According to https://en.wikipedia.org/wiki/Usage_share_of_operating_systems it's less than 2% of computers. I suspect it's even lower under the gaming population, as Vista was never much good for games. I don't think it's economically viable I'm afraid :(

2 Replies 4,012 Views

[quote who="Auramagma" reply="107" id="3564441"] In fairness, Marigoldran isn't the only person who's made the point, and some of us have covered in great detail why colony spam is overpowered (see https://forums.galciv3.com/466675/page/3/#3562801 for instance). It's not an AI issue, it's a mechanical issue; the AI can actually (fairly easily) be taught to exploit

109 Replies 344,439 Views

Wooo so much stuff to work with! Thanks :D [quote who="dansiegel30" reply="53" id="3564384"] So, initial errors during launch up, may be trivial. Getting about 20 of these, in various directories under mods, even in ExampleMods dir: Debug Message: No files found matching mask C:\Users\dan_s_000\Documents\My Games\GalCiv3\Mods\StarTrekFederationMod\Campaigns\*.gc3wsdata [/quote] This one is indeed insignificant. It's finding folders

88 Replies 329,146 Views

[quote who="naselus" reply="53" id="3562440"]Oh, and just to add insult to injury, given 50 turns the wide guy can STILL ramp up every single one of his worlds quickly and simultaneously to be a match to the best class-equiv world in the Tall empire. [/quote] I'll add another downside to Tall, on that note: at a certain point, an awesome world can massively out-produce the capacity for one shipyard to pump out even the largest ship

59 Replies 263,346 Views

[quote who="TurielD" reply="48" id="3564374"] Quoting dansiegel30, reply 47 One thing that could be a very simple change, is that fighters dont carry your best tech weapons, but only the previous generation weapons (perhaps because you need the next tech to miniaturize them to fit on fighters). Thats a simple offensi

71 Replies 231,340 Views

[quote who="a0152570" reply="49" id="3564380"] Hi TurielD really like the direction of your mod. Can logistics cost be add? if so just wondering why you didn't. [/quote] I think so, I've seen someone mention something about it (maybe even in this threa

71 Replies 231,340 Views

[quote who="naselus" reply="105" id="3564398"] In fairness, Marigoldran isn't the only person who's made the point, and some of us have covered in great detail why colony spam is overpowered (see https://forums.galciv3.com/466675/page/3/#3562801 for instance). It's not an AI issue, it's a mechanical issue; the AI can actually (fairly easily) be taught to exploit it, too, though not to the same level of cheese that Marigoldran does. It all ties into a few things,

109 Replies 344,439 Views

[quote who="naselus" reply="22" id="3564390"] Quoting TurielD, reply 21 At higher difficulty levels the AI keeps up with some kind of free tech mechanism it looks like: 'freewartechchance' Even though the tech rate multiplier is still only 1.25 at godlike, the shoot ahead in tech, and I

48 Replies 132,757 Views

[quote who="dansiegel30" reply="47" id="3564372"] One thing that could be a very simple change, is that fighters dont carry your best tech weapons, but only the previous generation weapons (perhaps because you need the next tech to miniaturize them to fit on fighters). Thats a simple offensive combat nerf that could make a simple difference. The best weapons go on real ships, 2nd best on fighters. [/quote] That is not easily programmable with

71 Replies 231,340 Views

I've started out the code for a Carrier balance mod. Changes so far: AssaultFighters changed to Tiny. Carrier module maintenance raised from 0.75 to 2.5 (all types, 3.5 for escort). Carrier module mass raised from 70 to 85 (assault); 48 to 65 (drone/guardian); 70 to 110 (escort) Carrier module manufacturing cost raised from 68 to 350 (assault); 300 (drone/g

71 Replies 231,340 Views

[quote who="marigoldran" reply="101" id="3564264"] I'M LIKEABLE, DAMNIT. LIKEABLE!!!!!!!! [e digicons]XO[/e] [e digicons]XO[/e] [e digicons]XO[/e] [e digicons]XO[/e] [e digicons]XO[/e] [e digicons]XO[/e] [/quote] You really aren't mate. Sorry. This kinda self-deprecating humour is pretty good though :P Look, you're kinda grating to some people. I think there's a few reasons for that: You state your opinions

109 Replies 344,439 Views