[quote who="Tetrasodium" reply="4" id="3642515"] DOW? [/quote] Declaration of War
neilkaz
Last night while testing Horemvore's AI mod vs all 12 Godlike civs, I was finally, after several bloody battles able to invade the Arcean homeworld. Open taking it, all the 11 other major civs DOW'ed me! This seems way over the top! Better balance would have only the other Pragmatic races DOW'ing me for invading their friend. OF COURSE, there should be some warning telling me that if I invade others will DOW. How do I get around this nuisance of havin
AI lack of farms playing vs Godlike hasn't been my experience but with all the Raw Production the AI can really build things quickly at that level. As it seems to an issue and lower levels of play it certainly is one of many things the devs need to take a look at.
[quote who="bertranhalfwaite" reply="7" id="3641956"] That's really interesting - perhaps repeat your experiment on lower difficulty - perhaps we can confirm the cheating only on the top two difficulty which I guess I don't mind since I've won like 10 in a row on incredible... [/quote] Time to upgrade to Godlike. Don't be concerned about being way behind at the start, you can usually catch up. Would be nice if the devs would tell us about any FOW AI c
This took me a while to fix but simply deleting this file mygames/galciv3/mods/game that was empty but somehow I must've screwed up and triggered it did the trick and I can use mods again.
I think I may have fat fingered something when I copied a mod folder into mygames/galciv3/mods/game by mistake. But I moved that folder out to mygames/galciv3/mods/ but now no mods work! Please advise and with extreme detail if possible as I am not a computer oriented person when it comes to directories and stuff. Thx .. neilkaz ..
I don't think that a penalty for this was ever intended and am happy that it isn't.
[quote who="Horemvore" reply="29" id="3640818"] I forgot to mention, I added Targeting and Jamming modules to medium, large and huge ship blueprints. Quoting hfxnikolai, reply 28 It's a 1.8 thing. Conventional warfare destroys all the improvements automatically. Using alternate means have different results.
This is what you can do to this game if you know how to play 4X a bit. Today was GC3 day here, but I'm mostly tied up with other stuff until after our 4th of July holiday although I could likely find a couple hours to start a game. Anyhow...Godlike Huge vs all 12 AI's Turn 91 tech victory. http://tinyurl.com/j8zyf9t . This with 1.8 whatever it is now and NO mods. I tried your AI mod before and yes, it is an improvement as the AI'
Thalan is a perfect fit for my develop quickly and powerfully style that I much prefer for 4x games.
[quote who="zuPloed" reply="4" id="3640130"] Hmm, I always say a jump in the research graph when I build it, so I guess it does work. [/quote] I thought I noticed that as well, so I loaded my save and deleted the it and it seems that it provides about +33% to your combined research total, making it very powerful!
Yes, 40% is the bonus from being level 8 due to adjacency but where is my 33% from the building itself?
I don't see where I am getting the +33% from my Research Cloister? Also since I can only build one of these and not build them every where, is that +33% supposed to enhance all my planets? http://images.akamai.steamusercontent.com/ugc/260461914167800065/C1E55D7A77332206F6539FCF4DC6A81D27C0C67F/ Someone please tell me in extreme detail what I need to do t
I must agree that it is REALLY silly for trade ships in another's ZOC to count against you.
I presume this is mostly accurate. http://galciv3.gamepedia.com/Difficulty_Settings I've said this before. GC3 isn't Sim City and it is past time to make some ships once some AI's consider you to be ripe for conquest. I'll admit to playing my OP custom race and using the very powerful motivation trait line from Malevolent but I don't feel like I am getting outshipped by the AI's at turn 50 even
For example, last nights game with yesterday's 1.8. My Death Furnace starts with +50% RP bonus and thx to my buildings around it is +9 which means +90% more to my base line RP total for a total of +140% RP. This and my Gaia Vortex and other goodies are on my HW which had almost +250% RP and that would be increased as I progressed. This seemed to me to make it worthwhile to mine nearby asteroids since I'd really be getting almost 3.5 RP/mine and I had no worries near my HW about them g
[quote who="exelsis" reply="8" id="3639571"] Yeah, you don't need to do that. Press end turn and the starbase will AUTOMATICALLY order modules to use up any spare construction points. [/quote] You're 100% sure of this?!! I thought this was only the case with modules summoned by the SB but not the case for constructors I told to go to the SB.
[quote who="exelsis" reply="6" id="3639549"] You don't need to manually order. Just hit turn and modules were be qued up. [/quote] By manually order I mean constructors that I tell to go to a starbase rather than ones that are summoned.
So a simple question. If I start a typical sandbox game will I be able to play with this faction as well as the regular Terrans? ie there's now 12 stock AI factions to use rather than 11 previously?
Since I micro everything and manually upgrade my SB's using constructors with 2 or modules and even 4 later in the game this bug (which I think we had way back when) is extremely annoying to me. With that being said, here's how upgrading SB should work and this would save me boatloads of mouse clicking and time. When any ship with a constructor module(s) arrives at a SB the modules should immediately build whatever is in the queue on a first queued first built basis. This shou
I started a new Godlike large game without mods last night to see if I have the same problem with destroying all planetary improvements when I invade. This evening I should get far enough to tell. It was clear that the Vanilla AI doesn't colonize as aggressively very early when compared to your AI. Perhaps I'd installed the wrong mod since I was surprised to see Culling Projects and other projects to gain 1 Ideology point per turn for a planet.
Yep, I just took Sleeping Eudrao T37 as a test and since I need more planets to have a chance at Godlike. All 17 improvements were destroyed! This is quite the nuisance! Is anyone else having this problem with 1.8. I'll copy in your new files now, but don't expect much time to play more til tomorrow.
"Most features are linked to Traits. You getting unlucky with planets with traits?" I think so but not sure.
The area around me was colonized very quickly as there wasn't much to colonize. I got 4 new planets and the Terrans and Alterrans only got Mars and Wisp and were barely beaten by me to two planets. This took clearly less than 10 turns. However, I think this is unusual. I expect that playing vs your AI mod on Godlike, however, with the quick appearance of lots of AI CS, that a dozen turns would be a good average. Lessor levels of AI would require longer. of course. Oh and I
I have this installed for 1.8 now and it seems (I've seen 7 planets) that all I get for features are the ones from your mod. I had no previous traits and feature mods installed. I seem to be no longer getting the previous standard features, however I do get the previous trade resources.