[quote who="Seafireliv" reply="104" id="3562266"] I suppose the only sad note is that nobody really wants to make a superlative AI (9 out of 10) . [/quote] I don't think that's true. I know Frogboy wants the best possible AI for the game, he spends a lot of his time working on it, but he's primarily the CEO of a company and he has to invest the available resources wisely. Giving us a god-tier Deep-Blue type AI will not provide much
TurielD
It's looking good, I like the new pirate designs - that skull is awesome :D Just be aware that due to some XML errors pirates can't make medium missile ships nor P- or L-variant ships, just like every other AI faction. Support tickets: #FKU-565-64241 (medium missile ships) #BTB-329-42580 (large BattleshipP variants) #LGK-861-93154 (weapon augments) <
[quote who="Uncle_Joe" reply="1" id="3562280"] I was about to ask about that modifier. I see it as +25% in my research breakdown but I've left everything on default (normal size map). [/quote] This is in the code, 'normal' pacing has +25% research rate for some reason.
[quote who="18Zulukiller" reply="26" id="3562216"] Wow thank you for that TurielID. Did you manage to build the federation ships just with the bits inside the ingame ship designer ? Bloody hell I thought you had actually modeled the hulls in wings 3d or something and then imported that in to galciv3. That's one hell of a good job you've done going of the screen shoots. [/quote]
Version vB1 is ready. vB1 * Added federation faction (with images courtesy of 00zim00), which will automatically use the correct templates, colours and custom solarsystem. * Fixed Constitution class model not appearing properly in ShipStyle selector * Fixed missing ships in ship-designer (Defiant) * Fixed missing augmented designs for AI use of faction * Fixed various missing descriptions * Fixed Fed faction colours * Al
All of these only cost regular manufacturing now, no Durantium, Elerium or Antimatter - did this change, or has it been this way for a while? RapidReload - KineticCooldown -0.5, at the cost of -0.15 accuracy RapidCharger - BeamCooldown -0.3, at the cost of -0.15 damage MissileAssistter - MissileCooldown -0.25 (later upgrades to RapidReload for -0.5, and this does require anit-matter)
Updated this with another fix to let the AI and auto-designs use Weapon Augmentations
[quote who="Blaze of Glory" reply="99" id="3562121"] I haven't had time to verify, but if that is true, great job! [e digicons]:digichet:[/e] [/quote] Thanks :) To verify just start a game with any faction and use the Unlock All console command. That should make all designs available to you, but you'll notice there are no L or P variant designs in your list - that's because these all have [weapon]Augment1 or 2, and those
The AI is currently not capable of using its Strategic Resources on the advanced/prototype versions of its Medium and larger ships, because the blueprints can't be activated. They can only use them at all once they get to Ascension level auxilary weapon tech and Large ships, for 1/3 of the intended Enhanced designs. It's caused by some mistakes in the ComponentClassDefs.XML file as opposed to the ShipComponentDefs.XML - looks like weapon augmentations got
Despite what you might expect, E scortCarrier modules do not replace AssaultCarrier modules in blueprints, despite having the same type: AssaultCarrier Module AssaultCarrier Module_Name AssaultCarrier Module_Dec Carrier_Mod
Example: KineticAugment1 KineticRange KineticAugment2 IgnoreArmor &
Updated patch for 1.03 is here: https://forums.galciv3.com/467065/page/1/ New ticket number: #BTB-329-42580
OK, looks like the Ranger class issue didn't make it in to this patch, so I've made a little mod/patch to fix medium missile ships and battleships, compatible with 1.03 - it's available here: https://forums.galciv3.com/467065/page/1/
Here is a replacement (totalconversion) ShipClassDefs.XML file, compatible with 1.03, which makes medium missile ships available: https://dl.dropboxusercontent.com/u/45479330/GC3/GalCiv3%20Ranger%20PatchMod/000_MediumMissileBoatFix.rar Here is a replacement (totalconversion) ComponentClassDefs.XML file, compatible with 1.03, which makes the missing 2/
[quote who="Dumhed" reply="99" id="3562078"] Foxed an issue where ship upgrade in multiplayer were free Foxy! [/quote] Noticed that, wanted to save the embarrassment of pointing it out... [quote]Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically)
There's one other type of ship I encountered which has a similar problem: [code="xml"] TerranBattleshipD TerranBattleshipD_Class_Name TerranBattleshipD_Dec Terran_Battleship_01T.PNG Large <
[quote who="The_Gear" reply="12" id="3559702"] Quoting TurielD, reply 11 I just noticed the Pirate tech tree has full descriptions included too - playable pirates? [e digicons]:D[/e] On other news, there's a bug causing Medium Missile ships not to appear in the shipyard/
[quote who="RavenX" reply="22" id="3561892"] Hey TurielD , just noticed we have a new sub-section in the modding forums for ship templates. You should move yours in there too, you'll be the first [e digicons]:)[/e] . [/quote] Thanks for the heads up! [quote who="18Zulukiller" reply="21" id="
The templates I currently use in my StarFleet mod are available here: http://www.moddb.com/mods/starfleet-mod/addons/release-a1-ship-templates A few images:
[quote who="18Zulukiller" reply="19" id="3561798"] I hope you don't mind me asking here but is their a guide or something knocking about somwhere that shows you how to make hulls and import them in to GalCivII ?. [/quote] I'm afraid I don't know how it worked in GalCivII, I don't think the ships we make in GC3 can be transfered back there because they use different components.
Thanks for making this thread Brad, I've been wanting to take a good look at what kind of improvements can be made to the AI either as mods or simply suggestions for you guys, this is great! That said, I play against Genius AI with the occasional Godlike to give a bit of a late-game challenge, so a lot of what I'm likely to want isn't going to be relevant for most of the player-base I suspect. Jjust to clear things up, i
[quote who="Stalker0" reply="95" id="3561687"] I don't think the numbers are too bad, maybe a little too high in the later end. But ultimately the sensor ships are now useful but not crazy...not an automatic exploit, but a strategic decision. [/quote] It's not that the numbers are terrible, but think of it this way: the sensor-power/mass goes from 0.125 -> 0.222 -> 0.3 -> 0.333 -> 0.357. Those last 2 upgrade
I took a closer look at carrier module balance a little while ago, and they are pretty messed up. https://forums.galciv3.com/466693/page/1/#3558719 Frankly, I agree with this: [quote who="Icemaniaa" reply="23" id="3561356"] The problem is balance and variety in strategy. Carriers become the one and only strategy, everything else is strictly inferior. I might as well
[quote who="Gauntlet03" reply="65" id="3560560"] While many have suggested diminishing returns for sensors, and I'm generally all for that... if they are looking for a "dumb as nails" simple solution, increasing the mass like this isn't a great way to do it, because every ship the AI uses with sensors now suffers tremendously by wasting space. [/quote] I agree with this. Currently, sensor range/mass is 1/8 -> 2/9 -> 3
Hey all, I've been in Belgium for a few days without internet. I'll be seeing to compatibility with 1.03 and working out some of the previously discovered bugs and missing stuff today. [quote who="RavenX" reply="13" id="3561080"] Did you change core values or stats? [/quote] Not at all. The mod does have custom blueprints for a number of ships, but uses the normal Terran tech tree and pre-existing