TurielD

TurielD

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

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'm pretty sure it's the 0.4 freewartechchance.

48 Replies 132,734 Views

[quote who="Tolmekian" reply="132" id="3564207"]some good info [/quote] I've seen the same thing when testing in soaks, there is invariably a strong AI who simply gets ignored, while mid-level ones pick off the even weaker members. I'd really like to see a diplomatic modifier which kicks in once the top empire has ~50% higher power than its next rival, which improves relationships between other factions and prompts them to seek "p

150 Replies 729,535 Views

Thanks for putting so much work in to testing what's going wrong Dan, and I'm sorry it's so frustrating. It looks like the ships are giving issues when the templates are incorporated in to a ship style, I'm having no such issues when I play Terrans with terran tech tree and just add mods to the templates (which are also available to normal terrans). My latest version of the mod has a custom tech tree that focuses a little on beams

88 Replies 329,099 Views

[quote who="dansiegel30" reply="38" id="3564071"] I'm getting crashes when designing ships, but not all the time. The last successful attempt, I slowly added modules, and saved the game each few sets up weapons added. I think it might have to do with putting weapons on certain hardpoints. [/quote] Hmm that's possible. With the high number of parts the more sleek designs are made of, the overlapping surfaces

88 Replies 329,099 Views

I'm going to be sticking to just my Federation faction & ship style for the time being. Making custom designs is a lot of work, making the custom tech trees is a bunch of typing and kinda trial-and-error, as you keep having to go in to game and console-unlock stuff to check everything. Lots of errors with mods aren't handled or reported in the debug.err, so it can be tough to figure out what's going wrong when something doesn't work...

4 Replies 7,460 Views

I think the difference in people's experience with AI difficulty mostly comes down to the early competition thing. While you're right that the AI isn't optimal early any more than it it later, it kinda overcomes this with strong enough handicapping bonuses (x6 production on Godlike for instance). The trouble is there's a definite difficulty curve which slopes down - the game gets progressively easier the longer you go on. Of course this is

109 Replies 344,423 Views

[quote who="Stalker0" reply="5" id="3563932"] One question, is it possible to alter blueprints based on map size? On Insane, life support is more important than on tiny, and it would be nice to account for that. [/quote] Not that I know of. [quote] My thought, I still think your new blueprints have too much life support towards the end (granted I play on large maps generally). Range to me is something that is important early to early mid g

15 Replies 70,367 Views

[quote who="Franco fx" reply="10" id="3563908"] Someone said in another thread that carriers will only regenerate their fighter at a star base or ship yard. Is this a fact? If so it severely limits carriers and this has never been my understanding. If it is true this has been changed and reduces the power of carriers substantially. No one questioned the post made after the comment was made so I wondered if it could be correct. [/quote] That was me,

71 Replies 231,322 Views

[quote who="naselus" reply="3" id="3563912"] Goodsandservices is an approval bonus. [/quote] Huh, looks like I completley misunderstood that! revising post.

15 Replies 70,367 Views

[quote who="peteincary2" reply="1" id="3563873"] This might be a cool thing to implement in the future once the AI is more settled down. Having subopimal ship building at lower AI intelligence, and more optimal ship builds with higher AI intelligence. Right now the higher AI levels get simple boosts to production, so ship production is not something they are lacking. [/quote] Well, I don't dispute that exactly.

15 Replies 70,367 Views

Sure. There's a few of us working on custom races based on those properties. Here's my Federation race: http://www.moddb.com/mods/starfleet-mod But I think a lot of people are more focused on their own original visions for races, rather can copying existing ones.

3 Replies 4,306 Views

[quote who="joeball123" reply="11" id="3563856"] reply 9 I've been wondering if its even possible to make a viable tourism planet - eve with extreme tech investment in tourism? I doubt it. All the tourism improvements I can think of are one-off improvements (there's the three in the Port of Call line and then there's

48 Replies 132,734 Views

Hey all! As I've spoken about frequently here and on the modding subforums, I've encountered ( and fixed ) a number of issues with the stock ship designs. After learning how to implement custom ships from Dumhed's excellent guide , I started playing around with Blueprints when

15 Replies 70,367 Views

[quote who="Seafireliv" reply="127" id="3563854"] Are you sure the AI doesn`t make weapons to counter yours or am I understanding wrong? In my game, if I make missiles, it won`t be long before the AI comes out with ecm missile contermeasures that zap my missiles before they can do anything. [/quote] The only ship designs the AI which have strong ECM are ships which themselves have missiles as primary weapons. For the rest, defense

150 Replies 729,535 Views

[quote who="dansiegel30" reply="123" id="3563541"] 1) AI did not adapt to my ship designs, nor adapt at all. It was in love with missile boats with no shields. So I went all beams, and all point defense. I didnt have to worry about more rounded defenses until the AI got carriers. Yor finally started to have some beam ships, 100 turns later.... [/quote] This issue is currently the AI's main weakness when it comes to fighting wars. It

150 Replies 729,535 Views

[quote who="marigoldran" reply="84" id="3563759"] The Let's Play was done with no reloading and I demonstrated pretty conclusively how it could be done. [/quote] What let's play is this? [quote] But yeah, maybe I should normal maps more with more AI. Thinking of changing ALL of the AI to Yor Clones.... [/quote] I highly recommend Normal/Large map with all the normal factions as Godlike AI'

109 Replies 344,423 Views

[quote who="node10" reply="8" id="3563830"] Quoting rspiccaver, reply 6 Tourism Buildings I've reduced the maintenance cost of these so that building them (especially the early ones) actually results in a profit not a net loss. I think they still may need buffing however to make them viable over an income building

48 Replies 132,734 Views

[quote who="naselus" reply="1" id="3563265"] Have you found a way to make Promethium more common? Also, Thulium is dead planets vs resource frequency. Not sure how it matches up between them, but I'd suggest more planets with less habitables results in more Thulium. [/quote] No actually, I really only looked at the 3 for weapons. Thanks for the info on Thulium, that makes sense! I think Promethium must be some other combo with

11 Replies 49,519 Views

[quote who="Icemaniaa" reply="28" id="3563780"] I'd love to see a well done Mod for this while we wait for Stardock to close what is an obvious OTT exploit. [/quote] I've been putting this off for a while but yeah, looks like it's going to have to be us for the time being.

30 Replies 39,941 Views

[quote quoting="post"] I have created a custom faction and would like to get rid of the stock Drengin ships. I'd like to swap the survey ship and tiny scout with designs of my own, but using the same equipment. Does anyone, anywhere have some advice/info on this? [/quote] Basically what you need to do is replace the ship reference in a file called shipclassdefs.xml.

3 Replies 7,653 Views

[quote who="Island Dog" reply="11" id="3563546"] I've made a note of this for someone to look at. Thanks. [/quote] Cool, thanks! My related ticket is #WCS-303-75191

12 Replies 75,150 Views

[quote who="The Sisko" reply="6" id="3563445"] What do you mean by 'gain dodge'? Is that a hidden stat somewhere or I'm I just not looking hard enough? [/quote] There's a dodge stat in the game, I'm certain of this because it's one of the starting traits you can choose (agile) and I've seen factions with that stat significantly outperform their competition in battles with equal ships... but I don't know h

13 Replies 19,774 Views