I don't believe the AI is currently limited by processing resources (especially as its now 64 bit), but interesting question!
TurielD
[quote who="SamDominion" reply="13" id="3563361"] Making sure to design ships (regrettably, YOR styled) all along the way. Giving several options at every tech level. I'm not a fan of playing the YOR but it helps the AI when they have some actual ship designs that a player would use. [/quote] That's a big part of the reason I started to mod. I was kinda tired of having to personally design ships all the time, so I started fiddli
[quote who="SamDominion" reply="10" id="3563341"] I'm using some of TurielD's ships and of course, these guys are the Borg. It never fails that my UFP and the Borg end up next to each other and they declare early war on me and it's a slug fest for many turns to see if I can get them under control and beaten back. Most of the time, around when I get the upper hand (and have concentrated my forces on that front), another AI(usually my version of Klingons)
Hmm, dunno about creating entirely new resources. The ones that exist have issues though; I took a look at spawn mechanics and each one is different. You can alter the spawn rate through the MapSetupDefs.xml file, and I've had a go at rebalancing them a bit here: https://forums.galciv3.com/467186/page/1/#3563270 The AI currently can't use Strategic Re
I don't really like the godlike AI due to FoW ignoring sillyness and the sheer number of handicapping bonuses it gets, but below that the main difficulty factor seems to be how many planets you can get your hands on. If you get a few big planets, you are pretty much guaranteed to outproduce the AI for warhips due to how we're able to specialize and they can't yet. So yes, I agree - making the number of planets relatively low/AI is the path to challenge
I've still not worked out what the Elerium generation formula is. Frankly, it looks like it's going to be easier to create a building which can generate the resource (basically the oposite of a durantium refinery, for elerium) than fix the spawning :P
IF you'd previously removed all folders there should be nothing to overwrite, only folders to merge. What you can do to test if its the ships, is made a Copy of the race with a different ShipStyle set in the appearance tab. If it's not working then, it must be a different problem.
I took a quick look, that's Dumhed's faction. From what I see all the files are fine, I suspect the issue is file location. You'll need to merge the \Designs subfolder with your \SteamGames\SteamApps\common\Galactic Civilizations III\Designs folder, else the game isn't able to find the design templates it wants to use for your factions 3 starting ships. I don't believe designs in blueprints work from the mod fo
I've adjusted the settings a little to make resource frequencies a little more balanced (I think), it's here: https://dl.dropboxusercontent.com/u/45479330/000_ResourceSpawnRebalance.rar https://forums.galciv3.com/467186/page/1/
I recently took a look at how resources are generated on the map, and came to these conclusions: Number of Antimatter resources is mostly determined by Black Hole frequency, and is almost completely independent of Resource frequency setting. If you want antimatter in your game in any meaningful quantity, you go with Abundant black holes (test with abundant/abundant gave me ~10 AM for every ~15-20 Elerium and ~45-60 Durantium). <l
Hmm, after some experimenting, I've found these Elerium frequencies: In a Medium galaxy, Testing with NebulaeFreq / Resfreq: Abundant/Abundant: 21, 26, 24 Abundant/Common: 10, 9, 9 Abundant/Occasional: 4, 6, 5 Common/Abundant: 22, 15, 19 Occasional/Abundant: 17, 12, 16 Common / Common: 8, 5, 10 Occasiona
I haven't figured out how to determine which player number I am, so I tend to just use Unlock All and Colonize All for testing convenience.
I've encountered a few elerium-less maps now - which is unfortunate, as I'm very fond of beams. I don't know why the MinableNebulaRate is different from the others, but let's what happens with changing the values!
[quote who="Arumba" reply="50" id="3563128"] You can put out more than one ship per turn from a single planet by juggling production to multiple nearby shipyards. It's annoying and tedious, but it is possible within the confines of game mechanics. You need 1 extra research or wealth planet per spare shipyard that you can 'attached' from any distance to provide ~1 production so that you don't get stopped by the 'orphaned shipyard' prompt, but I was able
I'll give this a go, looks cool :)
[quote who="Nastytang" reply="13" id="3562809"] Take the contents from the GFX file (GradientMap.png & GradientMapLights.png) and replace the original files found in: C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\Gfx, or wherever you installed it to (you can make a back up if you like, I will also post a back up link, and if you installed through steam, a verify game cache will restore them (or at least it s
[quote who="Chibiabos" reply="4" id="3562958"] Here it increases MassCap by 0.1 (multiplier) -- so yeah, the event choice that's supposed to reduce the mass of ship components, instead reduces the capacity to put stuff on! Unless I'm reading that wrong? [/quote] Looks right, as its affecting Ships, rather than modules at all - I'm just not sure its working at all right now. I may take a look at th
[quote who="marigoldran" reply="7" id="3562511"] Quoting Frogboy, reply 6 As I've tried to explain in the past, the AI does try to do these kinds of obvious things. The issue is always a matter of (a) Did something else preempt it ([e digicons]B)[/e] did it have the resources and (c) how much turn time can we su
[quote who="Reianor3" reply="4" id="3562475"] Wait, wait, wait... The GAME SET-UP SLIDER SETTING IS ADDITIVELY STACKING WITH IN-GAME BONUSES? [/quote] It appears so, but that's a relatively easy fix; no need to get all worked up about it. It's not like the devs went 'oh lets make sure this game-changing setting has the effect of adding or subtracting one low-tech research building rather than increasing or decreasin
[quote who="marigoldran" reply="112" id="3562412"] I have a question: Is the AI in this game mod-dable? It was mod-dable in Skyrim. But I suspect it'll be harder to mod in this game. [/quote] To an extent, yes. It really depends on what you want the AI to do differently - kinda like this XKCD strip: http://xkcd.com/1425/ It's easy to change what ships th
Cool, thanks guys :)
Unfortunate AI behaviour: Sending damaged ships out on their own as vanguard of an attack force. This relates to my previous post, the AI doesn't seem to want to fleet up; it's so averse to it, that rather than join the ship 7 hexes behind it, this ship with 1/3 HP is rushing headlong toward an enemy world. <img src="http://i.imgur.com/eVtN0VQ.png" alt="" width="1920
Unfortunate AI behaviour: picking rally points in enemy territory, rather than gathering ships and attacking together. An example from a soak: Running all AI on normal difficulty here, my Doofus AI faction is at war with the Krynn. As the Doofuses are adaptable and expansionist, they're about equal in power and production,
[quote who="18Zulukiller" reply="28" id="3562286"] besides actually playing a game all the way for and doing the research. Is there a way to get all the hulls and bits and pieces unlocked straight away so i can get to designing now ? [/quote] Yup. Just start a game (small galaxy, 1 oponent maybe), then open the console qith the ~ (`) key at the top left of your keyboard and type 'unlock all'. That will unlock all research for al
An issue I've been having is that the AI seems to have trouble fielding strong fleets late-game. Frequently they have a considerable amount of un-used strategic resources and the occasional near-pointless Tiny Prototype ship - my earlier post explains why that probably is. But I don't think that's the reason why they don't field much. I think it's A: because their manufacturing is gimped with the governor