[quote who="Rhonin_the_wizard" reply="1" id="3701306"] Looking in the XML files everything looks in order. [...] [/quote]I once tried altering the AI ship roles via the default ship types xml. It didn't work. The automatic ingame assignment overwrote the .xml code and the ship role was still determined by the Fortitude, Threat, Value-stats. I could imagine something similar happening for example, when you have lvl 4 shields but only lvl 1 weapons, then the fortitude stat ove
zuPloed
Xenophobic, synthetic Slavers (basicly space-robo-hitler) used to be a killer combination. I didn't check on the balance in a while though, so take the following with a pint of salt. Why slavers? Research Extractors used to giv +1 Research flat (not sure if they still do, but if they do: Screw the ancient trait), which went really well with the +200% research. Also the slave master citizen providing +25% military being available early in the game worked well. With militant +2 an
Thanks for the article, interesting read.[quote]When Stardock made Galactic Civilizations III, I wasn't really involved in its design and the team chose to go with "modding" as its focus. That is, let the player have a bunch of XML files to modify how the AI works. The problem I have with that system is that it only really works if you get an AI modder who is performing the adaptation for you. [/quote][quote]A good AI should work in a way that is well beyond our understanding. Not becau
[quote who="laws2150" reply="119" id="3696491"] AI builds cities, farms and advanced farms fairly early (by turn 125). [/quote]go back to post #79 in this thread and take a look at the turn 140 screenshot i posted. Is the AI gonna salvage this round by starting farms and cities then? [quote who="mrblondini" reply="120" id="3696524"] The Easy/Small galaxy 90%+ folk probably just play a quick game of GalCiv3 and if they ever read some of the complaints on
[quote who="Franky999" reply="4" id="3695921"] Any suggestions, or is this hard-coded ? [/quote]I think the AI uses the 'only upgrde when full' flga by default... maybe there is a flag or smth like this within the xmls, but I wouldn't bet on it. [quote who="Franky999" reply="4" id="3695921"] Note: i have also tried to add 10 in the ImprovementDefs, but it seem to have no effect. [/quote]I think the plays where this one comes in is, when the AI can build two differe
[quote who="laws2150" reply="9" id="3695867"] The caveat is you can now build a Colony Capital on your homeworld. Maybe there's a more elegant solution? [/quote]Add a preclusion for the civ capital CivilizationCapital in the colony capital.
1 of of the food branch specializations gives +1 food per colony. Also, don't keep us in suspense, how many cities on how many planets total?
[quote who="lyssailcor" reply="17" id="3695074"] One problem remains though: the AI builds quite a lot of simple farms now, but even 250 turns into the game no advanced ones. [/quote]Did the AI research the tech? Did it have Monsatium? If either of these is a no, it is not surprising it didn't upgrade its farms. [quote who="lyssailcor" reply="17" id="3695074"] (perhaps looking at tile bonuses, adjacencies, ...). [/quote]From what I can tell it simply takes the spo
[quote who="eggsnbeans" reply="13" id="3695033"] Do you happen to know which text file? And where? I would happily play with an AI mod. [/quote] This thread ;) Feel free to contribute.
@hawkeyebf1 I think this thread is very instructional if you want to know what's the difference between crusade and vanilla reviews. Take a long look at the screenshot posted by mokus5679 on the second page. All the crusade players gave crusade advice to resolve a vanilla problem. Maybe farms are not the most pressing issue, but they sure are a symptom of the same fundamental problem.
Step one: Go here and learn set up the mod directory (sounds unnecessarily complicated, but if you don't, your modded changes disappear with the next patch). Step two: Copy ImprovementDefs.xml from /DLC/EXP2_Crusade/Game into your new mod-directory, open it and search: 'ManufactureLife' and change the durantium value there.
On thing that plays into it is that GC3 had its problems but was overall pretty good. Crusade (and the changes ported to vanilla) changed a lot of fundamentals of the game and now it takes a lot of time to iterate on the new fundamentals before they are as refined as they were before. This is the polite way of putting it, I believe. Maybe gc3 is as good as or better than es2 or stellaris (I can't tell, I played neither), but every patch in GC3 is measured against previous iterations o
[quote who="courtneyme109" reply="90" id="3694866"] Dang - 4 games all the way up to 150 turns each in one (presumably) 8 hour session. Is that even possible? [/quote]it's possible in less time, if you use cheats and let your own civ idle.
[quote who="Franky999" reply="7" id="3694859"] But how to add this to AI players only ? [/quote]Not sure it is possible at all. I skimmed through the .xsd files (Galciv3folder\data\schema) and didn't find anything, that allows the use of the target field for AI only. I can't think of any game mechanic which targets AI exclusively either. Except for difficulty rules, but those don't support triggers.
[quote who="laws2150" reply="3" id="3694848"] Does the GovernorDefs.xml apply to the Enemy AI, as well as the player's governors? Is that list sequential, so "Food" would need to preface "Population?" [/quote]InGovernor Defs are AIGovernors and Other Governors. AIGovernors are used by the AI exclusively, the others are used by player governors exclusively. The list is not sequential they way you suggest I think. If Population is not available on the first turn, th
There is a very interesting idea in 2.61, which I think many people missed: soil improvement (grants a tile) also grants some food. I think this idea has some potential and can be iterrated on. This should be used in conjunction with: Terraforming near the top of the list i think. The AI actually is able to replace improvements. I have observed this with Hub-type improvements replacing ordinary ones way back. Thus I usually place
[quote who="Frogboy" reply="83" id="3694754"] How much of this discussion is because some people want someone else to open a text file and change a number for them? [/quote]So your point is, that people just want to see things changed by devs so they can play according to their personal preference. Correct? You are right, I very much could do that. I occasionally participate in modding threads here on the forum. But to me, that's not the fundamental argument to suggest chan
[quote who="Frogboy" reply="77" id="3694673"] No mods. Default settings. Normal AI. So yes, the AI builds farms. [/quote]opt-in v2.61,, normal AI, default settings, no mods : Screenshot of population curve research and manufacturing curves look much the same that's why not building (enough) farms
edit: please delete. don't really want this to be here permanently.
I will stop giving feedback anyways. I value my time just as much as you do yours. There is no point in just pissing off each other. Only reason I have been around this long is that got the impression in 'beyond 2.6' that you were trying to take advice.
[quote who="lyssailcor" reply="9" id="3694449"] it was the comments with the original values behind each of my changes. [/quote]... O_o There are many things in between 1 and 0 we still dont understand... Good to know. Congratz for finding that out.
Do you have any other mods in the directory? you could try to remove those and only test with a modified ShipComponentDefs.xml (unless you allready have). I don't know how this modifier relates to mass reduction techs. Not sure what else to suggest here.
[quote who="lyssailcor" reply="3" id="3694427"] Did you mod your game as I did or do you speak of the vanilla drive parameters? [/quote]Both. I tried vanilla, par1=-5: par2 = 0.3/0.4, and par1 = 0; par2 = 0.3/0.4 All gave the expected results.
Hmm, I couldn't reproduce your problem. Checking via ship designer from both main menu and from freshly started game with drengin, I get the expected values for the drive mass according to the formula: ValueParam1 + ValueParam2*MassCap with tiny and cargo hulls and the hyperdrive in a freshly started game and with all hull sizes and both drives in the ship designer started from the menu.
[quote who="starhunter83" reply="38" id="3694381"] Well I don't have time to just "test" this out. I suppose I could fire up another game and see how it goes, but I'm quite busy atm. Maybe someone else can do this? [/quote]Nah, you only need to use the autosave from the last game. How to enable the console is described here . then just use the cheats 'fow' and 'god' and you can just view all enemy planets and check if ther