I'm waiting to mod until the modding tool comes out, I plan on modding a lot of things, like every tech tree, probably some new tech trees, robotic factories that provide manufacturing and can be built on terraformable tiles and removing the large empire penalty. So I haven't looked for it yet but at worst you can always search the XMLs until you find it.
kestlstw
Personally I plan on modding out the LEP and will probably set Patriotic to be +3 goods and services modifier, something that will be nice but not too powerful.
Morale does effect production but only at 100%, it also effects influence. However I agree for Synthetic patriotic isn't worth it, your production comes from huge populations not from approval bonuses.
Just ran another soak, only 190 turns this time and the Krynn are in the top 2 but my custom race with prolific and colonizers on top but my custom patriotic and prolific race didn't break the top 3. I got Solarian Republic(custom prolific and colonizers) 269, Krynn 241, Drengin 224, Human Republic(custom patriotic and prolific) 184, Terran 162, Altarian 143 and everyone else under 100 with Thalian lowest at 33. I think this is more an issue of starting positions ranging from
I'm playing on normal and its still crazy tough. I'm running a new soak with a custom race with prolific and patriotic, it might be an issue of the AI not expanding due to morale issues.
I have no problem with it and like to use them as is.
I saw that in a game I started earlier but got distracted before I made it to the forums. Started a soak and thought my custom faction was doing well, about turn 200 I noticed my faction had encountered the Krynn and Drengin so I checked out the power ratings. My custom race had a bit over 300, the Drengin were a bit under and the Krynn had over 1200. I stopped the soak, dropped the fow and started looking for a why. The Krynn still had pirate b
Just got the latest patch and started a soak, the AI on normal still knows where relics and resources are, they send constructors straight for them without exploring. I left the fow alone just soak and hit next turn. Is that intended?
Synthetic population cap is still a global variable, each power matrix built gives a max population increase to all worlds. This gets just ridiculous on large maps, on my insane map playing leisurely I quickly got up to 48 cap and haven't even gotten to fast assembly yet. I haven't checked on whether assembly stops building past the cap because I haven't gotten close to the cap yet. I'm still playing without resources
I'm getting the same thing, custom ships I made for the humans are showing up for the Yor and custom races I made.
This is why I've been mostly playing without resources in my games, the components are too powerful early on then useless later in the game and the buildings aren't really worth it from what I've seen of them and I plan on modding in some building that will overlap with some of them. To balance them throughout the span of the game they need to be upgradable. Also they are using up a resource, why do they need to be so damned expensive? Tha
I don't like collapsing specializations but can live with them if they are done well. My issue with the implementation of "specializations" in GalCiv3 is that most of them are not special and the ones that are, are absolutely not the ones you should restrict. About half of those, like specializations types specifically said extreme worlds and invasion types should not be specializations because restricting those are too restrictive and not at all fun. This is my view of
[quote who="Maiden666" reply="143" id="3545893"] Quoting kestlstw, reply 138 Also I have seen the AI use a sensorship I designed in 6.1 so they are capable of using sensorships what do you mean with "use" specifically? he probably build your design but treated that ship just like his other ships... or did he trea
I've seen them go for relics in several games, in fact I saw 1 go for a manufacturing relic turn 2 rather than build a colony ship first.
[quote who="erischild" reply="139" id="3545857"] Quoting Folgra1, reply 137 It doesn't make sense to me. We don't have shield technology today, but you can bet major countries are researching better armor and better point style defenses. Same with weapons, all three types are being researched. I could see specializ
Move the thread to the support forums, the devs may not be aware of the issue.
[quote who="Maiden666" reply="136" id="3545829"] Your text is evidence of why it is a bad to be able to combine all 3 specializations. Superfast ships are overpowered and an unfair player-only advantage in that [a] the AI doesn't use this [b] in conjunction with Sensorships give you a large tactical advantage in a war: if your fleets/ships are weaker you can avoid any combat by zipping around the AI fleets or retre
Pretty much all of the "specialization" choices are false choices.
[quote who="Frogboy" reply="24" id="3545322"] Quoting kestlstw, reply 22 In response to Frogboy's post, I'm writing about games I watched yesterday on the latest patch. Not building up its home world by turn 200 on an insane map, ran a soak on a small map that took 906 turns before a winner
I wrote a post yesterday saying much the same thing as Theeannon, the AI just isn't ready yet. It throws away ships, armed and unarmed, it doesn't fully develop even its home world after 200 turns, doesn't use adjacency bonuses and doesn't try to win. It's still building a shipyard first on most colonies. The AI is just not ready yet. Larsonex, the only reason you are finding any difficulty is the bonuses a God-like AI gets and the
As the title states, I have some major concerns about the AI. For the current patch I've mostly been running soaks, most with fowtrans so I could observe more than just the faction I chose to start with. However I started to notice that while the AI now has to search for planets it still knows where resources and relics are. I confirmed this be running a soak from a fresh start of the game without using fowtrans and still saw constructors bee line for resources and relic
For those complaining about the AI not using them, I'm running a soak to check on some things and the second ship the AI built was a sensor ship. It was one of my designs from a previous game but it still built and used it. So the AI will use them. Although having said that, the AI let a pirate get to it and hasn't built a second one by turn 198.
I never understood why there is a limit of building 1 thing per turn, it generally means its not worth building smaller ships later game its wasted manufacturing when say a new tile is opened on a built up planet building a factory wastes a lot of manufacturing over several turns. Why can't I just build the final improvement to start? Its useful to build up slowly when starting a new colony but once some capability is built up its redundant. I mea
If it does affect production it needs to say so somewhere and reflect it with whatever bonus or penalty it applies. Further the penalties are generally pretty minor for growth, resistance and influence until you get under 15% approval.
[quote who="Seilore" reply="9" id="3544445"] Quoting BigBadB, reply 8 My understanding (which could quite easily be wrong) is that the 'planets' frequency determines how many planets there will be per star (on average), while the 'habitable planets' frequency determines how many of those planets will be hab