what are program are you using for editing .xml's? If you are not using notepad++ allready, I would suggest you do (it's free). Among other things you have a replace function, which you can use to do the following: replace "Generic" everywhere in the file with "Sheva". Small quality of life improvement ;) doing this by hand wouldn't be fun. edit: horemvore explained it better, my suggestion of replacing generic was stupid, replacing thalan or terran in the respecti
zuPloed
[quote who="zuPloed" reply="3" id="3642756"] ThalanGaiaTheory_Name Th
I haven't done this in depth before, so what i suggest is mostly speculation, I hope I can help you get started with this. Here is what I would try: - Make a copy of "TechDefs.xml" (it essentially contains the terran tech tree) - rename it to whatever suites you, e.g. "NignerdTechDefs.xml" - open the tech tree you want tech from e.g. "ThalanTechDefs.xml" - search the tech you want, e.g. Gaia Theory, you will see something like this (I added some comments to
Does anyone here know what is the difference between filler improvements and improvements in the governor.xml? I thought fillers would be added until the planet is full, but I have seen wealth worlds of class 27 with 3 empty spaces, not upgrading improvements. The AIWealthGovernor has 24 improvements+27 filler improvements in my file. I have also seen the AI replace manufacturing buildings with manufacturing hubs and uniques. What apparently triggers it is having the hubs and uniques
[quote who="neilkaz" reply="44" id="3642551"] My OP custom race that I use to win at Godlike and without diplo-alliance cheese is an offshoot of Thalan. I use Thalan tech tree and Thalan type of pop 16 HW with no other planets in the home system. I want a really good HW! I take the Thalan ability of Intuitive along with the Drengin ability of Zealots (I want +15 Ideology when I conquer a planet). [/quote]My not quite as op custom faction works somewhat similar, Thalan tech tree and
Why not just add some visiual indication to the homeworld, which is venerabled? Then the player knows it is off limits (not for culture starbases though), done?
The tech governor is just representative for the others. The first 5 techs look the same for the other 3, Gaia Theory allways is at position 13, os it is developed asap. Intensive farming is jsut about timed right right before small hulls, So I put it there for all races. Also the governors alone won't work properly without the tech governor I think. I am also experimenting with the following at the moment: hives have placement type Manufacturinghub and wealth and
If you feel curious, here is what I have cooked up so far. Ona verage I would say it is an improvement to your AI. My GovernorDef.xml AIHomeworld AIHomeworld_Name
[quote who="Horemvore" reply="39" id="3642478"] The AI should be building manufacturing capitals and any other Unique building for that matter. I'll pay closer attention. [/quote]Yes but not so early it would build them around turn 20 or so when it owuld hav the tech with your governor, there is more useful stuff it could have researched at this point. In for my recent test games I put manufacturing unique on position 7 or so in the homeworld gov for the AI and about 3 out 5 AIs
You should give it a try, Horemvore did a couple of things, that also benefits the AI on normal, like better ship designs. I am currently running the following test on the normal gc3 ai, horemvores and my tweaked version: medium map abundant habitables, 5 ai factions: terran, thalan, drengin, iconian, altarian. (normal difficulty) just pressing the turn button myself, in order to speed up the process. note down several power values on turn 31, 61 and 101. I don
google: "galciv3 difficulty" first link for me: http://galciv3.gamepedia.com/Difficulty_Settings
Very different from what I use to do. For me there usually only are manufacturing and research worlds. My money income usually comes from trading and tourism and is more oriented to cover my expenses then to rush anything, except for a few really powerful things if I get to them (gaia project, research cloisters, etc.). I guess I can't tell you how to do the money oriented playstyle better, I can only tell you taht there is a non-money oriented one that carries me up to ge
Would be pretty cool if Horemvore or I could push the AI enough enough for normal to be challenging, but I don't see that happening yet. Maybe I will just scrap the approval improvements for the ai all together...
Hmm, I have been playing around a little. One change I am rather confident about is to the AITechGovernor.xml: DefaultPreference InterstellarTravel HiveTech PlanetaryImprovement</TechPr
What is your building strategy for developing a world? How many food, manufacturing and research buildings do you use? When and to which tier are you upgrading them? How many production starbases do you get for your worlds? How do you manage approval. Can you quantify how muhc better their worlds are? You write, that this was your first game in this update, what was the last update you played on before? Have you familiarized yourself with coercion yet? Have you checked out the new bon
Maybe one additional point of view: The Krynn really shine at two things: population and influence. The influence/approval building is awesome it is one of their major strenghts. Play it. Approval allows you to maintain larger populations. Feel free to drop some manufacturing/research/economic buildings in favor for food and approval buildings. They also have the prolific trait, which in my opinion is even more awesome then coercive. Try to get as much use out
[quote who="Larsenex" reply="13" id="3642277"] From previous Developer posts the Ai does NOT have Fog of War on Gifted and above and thus 'starts' the game knowing the location of every habitable planet. This really pissed me off but now I have read that only the last two tiers have the FOW removed. [/quote]Then you misunderstood. Gifted and higher display the odd colonizing behaviour. There is also the question whether the AI does only not have FOW at the start or also at
@erischild Yeah, I can imagine, that from the devs side not all well meant suggestions are making them comfortable x). I have done a little work on a sc2 map for a while. I do know that ideas are cheap and implementations take time (and for professionals: money). I try to look for the places that are or should be easy to fix. I am currently tinkering with horemvores tweaked AI a little and see if I can squeeze a little more out of it, especially in regards to the food situation.
[quote who="hfxnikolai" reply="23" id="3642263"] Whatever we call it, what we all want is the same rules for everyone - human and Ai. [/quote]I have been thinking about this while writing in this thread... Do I really care if the AI gets a flat bonus from the start or usues adjacencies optimally (for example)? I am leaning towards saying, no I don't. One of the best wars I had in GC3 was way back (1.2 or so) against a godlike Yor AI which was swallowing up other empires.
I would rather have the AI check whether it wins or loses its battle and then wait to issue another order to all winning fleets. In recursion this would lead to multiple attacks per turn. Shouldn't be too hard to do (for the devs).
Well, if he is refering to cheats at incredible and godlike, he probably means the free military tech chance, free credits chance and free ideology point chance. It's not much of a stretch to call those cheats. Then there is the FOW issue... I can understand the argument of handicaps (+X% production for example) compensating for player abilities in fleet usage and planet layouts and therefore not exactly being cheats. These are used by all but the normal AI. AI behaviour does hard
adamb1011 explanations are mostly correct. - use farms and manufacturin/research buildings about 50% to 50% of your space (I did a similar calculation a short while ago). If you use a lot of starbases or a manufacturing capital, use even more food buildings and maybe you will need an approval building or two. - if you don't mind the micromanagement, deleting factories in favor of food buildings is also very correct. Even if you build a research world you should get some first
[quote who="Kraegor1977" reply="11" id="3642009"] 1. Always talk to them and assure them of your mutual friendship. 2. Discover Diplomacy Researches fast. 3. Give them gifts of credits or researches. 4. Give them tribute of credits. [/quote]In short: You are a food species. Act like it. :)
[quote who="erischild" reply="5" id="3641903"] It is my understanding that if you turn on fowtrans for yourself, you will also be turning it on for the AI. This is known to skew observations. They don't make it easy to reverse engineer what the AI is actually thinking. I don't think it is on purpose, but if it were my game, it would be. [/quote]Hmm, do you mean "Fog Of War TRANSports" or a cheat that removes fow? I am just playing a legitimate custom race and build transpor
[quote who="erischild" reply="2" id="3641883"] Sorry if it came out harsh. [/quote]No hard feelings. One suspicion I had is that the AIs might have shared knowledge about colonizable planet, so if another major or a minor scouts a planet all AIs know it is there. But I don't think that is how it works due to another observation: I played around a little more, used a tiny map, two super explorer ships, so at turn 5 i reliably had vision of all colonizable worlds. Both AIs