[quote who="Horemvore" reply="2" id="3639169"] There is no bug in the code my end [e digicons]:([/e] [/quote] Hopefully you and the devs can figure out something bcuz it is nice to have the added events as I was growing tired of the old ones and it adds a bit more flavor to the game.
neilkaz
[quote who="Horemvore" reply="10" id="3639141"] I got around to cleaning up the AIStarbaseGoverner.xml today and re-added it in, along with a new GalCiv3GlobalDefs.xml. The AI should for 70 turns alternate between waves of colony ships(they will rush build them when possible) and and building starbases. In these 70 turns it will also alternate between Research and Manufacturing. [/quote] You may want to be careful with this. AI shouldn't be wasting money and p
Yes this seems to be the case in my game as well. I hope you can fix it for 1.8.
OK am trying a Godlike game with my usual large map vs 7 AI's. I also have your 25 new colonization events and planetary traits mods installed. Quite a lousy start as I am in a small remote cluster with Terrans and Alterrans and was lucky to beat them (thx to 12 movement) to my 3rd and 4th colonies. It was very clear that the AI's now come more quickly with colony ships and these colony ships have better movement speed.
700 sounds low, maybe it is 900. Anyhow, I think that cost/mine should be only 250 credits or at most 300.
My opinion is that while this game totally revolves around Raw Production, it seems a bit costly to spend 500 credits to build a mine returning only 1 RP. Yes, I know that RP can end up getting multiplied with bonuses a couple of times, but this still seems costly. I'd like to see the cost/mine lowered somewhat. Opinions please. EDIT: As far a costs to build mines, I have to ask what is the baseline cost for the Merc that gives +5 RP to a planet? thx .. neilkaz ..
Will this work with the 1.8 opt-in?
OK I expect to be able to try this later this weekend after I finish mopping up the few remaining AI in my Godlike game. Then I can happily start a new game with your mods. I also want to try your added traits and features mod and the new 1.2 for colonization events. I trust that I can just install all the mods and they will stack and work together. I expect that even these AI improvements may make Godlike too tough for me to win militarily. A few comments now from experiences playing Large v
While it would be nice to have the new planet in your home system, I don't think that would fit the back story where explorers discover a previously unknown colonizable planet since if said planet were in the home system it certainly would've been known long ago. However, it could and should be in a really nearby system.
By nicely increasing the number of colonization events, this fun mod pushes back the horizon where the game runs out of colonization events. Players seem likely to make at least 40 colonies when playing a very big map, but making 60 colonies and running into the bug when using this mod is likely not happening for most.
Did you check and see if you were getting additional space for ship components from the 2nd Shrinker?
I urge extreme caution to the Devs concerning changes to P.I mechanics. If you make it too difficult or two costly to capture planets the game will be slowed down even more as conquest will become harder. Just as importantly, the AI's will have even more problems capturing planets than they do now. I'll tell two invasion game stories from playing vs Godlike's OP AI's. Game 1 was a while ago, I think during some 1.6 beta. I had a great start and great luck with ca
I play on Large with 7 random AI's and my custom race. Stars and habitable planets are common. (Abundant was too many planets as I often came out of the colony rush playing Incredible with over 20 planets and a huge advantage.) Now that I've just stepped up to Godlike (massively stronger AI's than Incredible) I've stuck to common but will admit to rerolling a couple of really bad starting positions last night. I also play with anomalies common and precursor relics abundant (fe
[quote who="zuPloed" reply="8" id="3638038"] UI: Any chance we can a "set for all planets" button (like for starbases) for "auto upgrade improvements" and the other two on planets? Turning this off for all planets separately is usually the first thing I do after colonizing. And it is the first thing annoying me when I realize I forgot it... while looking at my new xeno factory which could have been something more useful. [/quote] Yes this would be nice along with
Godlike is crazy with the 300% production bonus vs the 100% for Incredible. http://galciv3.gamepedia.com/Difficulty_Settings I've thought for a long time that their needs to be a level in between Godlike and Incredible. I crush Incredible as easily as a 100 kg weight can crush eggs, but I don't really like the experience of being so far behind when I try Godlike. I guess I have to play Godlike and be done w
I've never installed a mod, but I expect to install this one for next game since it doesn't change overall game play at all and just adds more fun and variation. Yep, installed it and I will stress how nice this mod is! Adds a bit more fun and variety to colonization events and also pushes back the bug from running out of them when colonizing more than 34 planets and there's no change to basic game balance.
[quote who="redviper37" reply="4" id="3636764"] Quoting , quoting post - No longer able to take over planets or starbases via culture flipping. Have planets that are completely sorrounded by my culture, but they won't flip I don't think starbases ever flipped. Planets, though, they do flip.&nb
If you're building CS in one turn during the first few turns of the games, you have to have some bug that no one else here has ever seen. I'd try starting a new game and making sure you're not using any mods.
My apologies for the false alarm here. Apparently I missed a change notice as this has been changed to +5% raw production which is lots better than +5% manufacturing. It also works for all trade route that you've created regardless of when you create them. Nice fix Stardock!!
In my current game with typical large galaxy 8 player (7 random Incredible AI's) Snathi was at war with the Iridium long before the end of the first year. I know that I play 4x space games quite differently than most and my style is to attack and conquer very early and often. I read a lot of tales of suffering here from players and while a good portion of it is a result of not getting off to a fast start, much of the rest of the suffering is due to not making military ships early
Yes, please, dev's a hotfix would be nice as this really hampers those playing really large galaxies and especially if they want to pursue all 3 ideology trees. Thx .. neilkaz ..
Ticket sent .. I now feel that +1 Raw Production would likely be enough since your RP on the HW is typically going to be multiplied by a few hundred % anyhow due to improvements. #FIA-789-13425
Yes, good that the AI found a way to push me back from 76% to 74% influence. Perhaps that was intentional on their parts or perhaps it just was a normal part of their building up those planets. Anyhow, the next time, I'll make sure to plant a few more cultural influence SB's near the borders or I'll simply send in the war ships and transports like I usually do and eliminate that last couple of AI's. For me, the way to make the endgame less tedious is for the game to en
Yeah, most 4x games have this issue of being able to actually win the game when it is blatantly obvious that you've won. Note that I am not going to suggest any game breaking late events or nearly game breaking ones. What I will suggest is to add a couple more sensible VC's when it is clear that you are dominating the galaxy and will continue to do so. Here's an example from a game I finished last night. I usually play L/8/I Large 8 players (7 AI and me and typical amt. of
The Malevolent trait Slave Masters is still bugged. In last night's game I had three trade routes established from my home world to AI's. When I took this trait, indeed my routes were now of the type Slave Trade Route, but I received no benefit from them. I've noticed in the past that only routes created after taking this trait give any benefit and that benefit is a nearly meaningless +5% manufacturing per route. So to be fixed..... 1) All slave trade route