[quote]A Tutorial for the Game Designers: How to Design the Game So It is Not a Nightmare to balance [/quote]I am gonna assume you chose that provocative title to get a lot of discussion on this. :D [quote]1. AI doesn't put enough engines on its ships. [...] 4. AI doesn't know how to do the early game colony spam thing. [/quote]I mean it is partially a balance issue, but other systems will have other issues. I like to think that for ever
zuPloed
I actually wrote a ticket about this a while ago. CTQ-728-92720
I actually wrote a ticket about this a while ago. CTQ-728-92720
Hmm, what I did was a approximative calculation (on the example of research): Total Research = Rt = Production*Research-modificator with Production = P = P0 + n1*PB and Research-modificator = R = R0 + n2*PB n1 and n2 are the number of boni (PB and RB respectively) of the type which raise production (food improvements) and research (research improvements) now you have a limited number of boni you can take per planet n, such that n = n1 + n2. At
[quote who="Bertrand1234" reply="12" id="3643808"] The program says I'am doing good for economical and research planets that have no economic starbases, but I'am doing wrong for the production planets, like the homeworld. Another point is that I'am late on population enhancement, I usually build these improvements in the mid-game. I think I'am also wrong on this point. [/quote]Huh? Is that because you build your research worlds differently from your manufacturin
Yes, it fails to take this into account, when displaying the expected finishing time of a ship/improvement. You can make it visible if you have an empty queue and hover the mouse over the empty production queue. If there is a stockpile, A tip will pop up. You can slo just try it out yourslef, build a world up to have 60 manufacturing, build a couple of 3 manufacturing improvements and then an expensive one (e.g promethion reserve). It will be finished faster then is displayed in the turn you
Did you clear out pirates before sending your colonizer? If there are pirates, the AI won't send colony ship near these worlds, even if the colony ships can outrun the pirates easily.
[quote who="Mystikmind" reply="54" id="3643695"] -once a shipyard starts getting fast i will detach assisting planets because fast production is less efficient (unless i am building combat vessels of course). [/quote]Only if you don't throw in the occasional super large ship. If you have 1000 manufacturing and build a 100 manufacturing constructor, the 900 additional manufacturing are not lost, but stockpiled. The stockpile contributes to the production of the next ship. This me
You are probably doing something wrong with your strategy. Here are some stats from my last game: Turn: 161 Homeworld Manufacturing: 1456.3 Homeworld Research: 1097.8 Homeworld Population: 134.5 Total Worlds: 9 Total Population: 816.4 Total Manufacturing: 5239 Total Research: 5514 Total Income (Savings/Trade/Tourism): 1609 (1042/414/152) Total Maintenance: 850 Balance: 758 I wasn't playing very income focus, i.e.
Also in the current build the AI on godlike doesn't build transports up until turn 60 (after that I stopped testing), even if you dow them on turn 15. The problem is with the techgovernor. Try replacing the techgovernor.xml in the 1.2 version with this one (I made the AI research invasion together with medium hulls) Download and let us know how you like it, neikaz
[quote who="zuPloed" reply="42" id="3643485"] These bonusses are additive. Meaning that if you have a world with 50 production and +150% manufacturing from buildings and a world with 50 production and +0% from buildings you get the same amount of manufacturing out of the capital (ignoring adjacencies). Same goes for ghost worlds and tech capitals. A ghost worlds gets more out of a thullium data archive though. [/quote]You said you wanted your mnufacturing capital on a world with lot
[quote who="Mystikmind" reply="41" id="3643483"] Well i usually play Terran, so there are usually far better planets than Earth to be found for tech or manufacturing capitals. Especially if i can get a good Ghost world with 50% tech bonus. Manufacturing capital needs to be a better than average quality planet with a few other planets in range to share the shipyard and to build shipyard projects on without wasting valuable space on the manufacturing capital. [/quote]These bonus
I could take a look to see where in the tech plan invaders have to be to be built on turn 30 for godlike. Probably also needs an entry int the AIStrategyDefs :/.
Think more like: intuitive trait (free tech at start of game): get manufacturing capital super early + durantium refinery asap, no need to rush buy colonizers tech capitals etc., since they finish fast anyways (on your homeworld but where else would you build an early tech capital). Maybe with going small hulls next you can get some useful 1 turn build time colonizers.
Don't underestimate durantium refineries and thullium data archives. They are awesome to the point where I wonder whether it is worth it not to rush some early colonizers in order to get up a durantium refinery fast; maybe together with rushing a manufacturing capital on the same world.
I am not concerned about blance so much, since most of winning doesn't happen in tactics, but in strategy (being able to build bigger ships). I was just intrigued, how the BattleBehaviour is very differen from vanilla and thought about removing it, but to be honest, I am kinda intrigued now. You might want to drop a line about this in the OP though ;)
I have been studying the battle behaviour changes a bit, here are my thoughts (basicly theory crafting so far): What I think is the intention behind the ship roles: Capital Ships: - achieve strategic objectives, e.g. destroy starbases to deny movement range, destroy capitals to keep starbases alive, destroy supports to do maximum damage to enemy fleet combat capabilities (e.g. no carriers which have replenishing fighters)<b
Something is weird with Carrier fighters. I have had assaults which are tinies (intended?). They only had basic beams and kinetic weapons on them, even though I was at a higher tier with all weapons types. I saw the blueprint states: AssaultFighterBlueprint </strong
[quote who="Mystikmind" reply="34" id="3643435"] My stats are as follows; Wealth 2531 Research 952 Manufacturing 1337 - social 723, military 668 [/quote]Hmm, no that's not a lot. For your reference, something from my most recent game (Drengin tech tree custom race). The only thing that might not line up with your games is that dure to Horemvores Tweaked AI mod I was able to produce a few Ideology points through planetary projects, but that is not
untested? I am flattered :D btw: I would also appreciate to hear if it did (not) wipe the galaxy with someone. In case someone at SD is reading this, here's what I would appreciate at this point: - Faction specific planet governors. The Snathi for (an extreme) example have completely different needs from the Terrans. - specifiying the AIs preference between making research/manufacturing/economic worlds (Faction level). The Iconians for example could use a stra
[quote who="Horemvore" reply="49" id="3642605"] 3 I have not played with it yet, but I am guessing changing it to 1 will stop the AI replacing improvements. [/quote]I think the level it refers to is number of adjacencies it gets, meaning if the AI built a basic factury on a +3 manufacturing tile, it won't replace it with a capital or similar. But I haven't played with it y
When building worlds (my strat) priority one: - have a triangle with 1 growth, 1 food hub and 4 farms (at the very least) on any world. Plan for it from the start. never be pop capped. Never have a pop cap way higher then your actual pop. Reason: - population is the only component that is limited by time and can not be attained throughs starbases. priority two: - have solid manufacturing in order to not be reliant on rush buying stuff for you colonies. A Hi
If you increase your attack speed by 95% you attackalmost twice as often, right? If you reduce your attack cooldown by 95%, how much faster do you shoot? Your remaining attack cooldown is 5%, so you shoot 20 times as often. This is an extreme example, take a guess whether it is in the game or not.
[quote]a ) The ballistic option as offensive choice it inferior to missiles and energy weaponry. It has shorter range, less damage and the upgrades available are also a bit lackluster compared to the other two. (and even give you disadvantages) May need a slight re-balance.[/quote]I have to disagree. I suspect you only looked at the stats of the ship which include the attack and defense ratings. You should keep in mind that missiles have a different attack cooldown then beams and beams a
[quote who="Mystikmind" reply="24" id="3643003"] Not using factories..... that is a good topic? I always understood that factories burn money into production, so their not really benefiting you much unless you take advantage of bonuses and adjacency? [/quote]Rushing buildings takes 10 times as many credits as it takes manufacturing points to build them normally. When I started playing gc3 I wondered if a pure dredits build works. I didn't try for long, because I felt my