zuPloed

zuPloed

Joined Member # 4911130
7 Posts 433 Replies 661 Reputation

@trims2u I partially agree. You can't avoid having to beta test. No matter how smart the people working on it are. However: There is also a bunch of things you can figure out beforehand. The GC3 strategy part for instance is a very complex system. The combat system however is only mid tier complicated. You can make some solid estimations. For instance the thulium hull reinforcements. You can evaluate effective hp on it vs other defenses. That estimate would have come s

97 Replies 437,562 Views

[quote who="Smithy6482" reply="9" id="3684248"] is so unfair as to be pretty much broken. [/quote]Pretty much everything I suggest, including synth. xeno-slavers is pretty broken ^^

16 Replies 60,138 Views

[quote who="leiavoia" reply="3" id="3684187"] Fleet Commanders. Get one of these for your nut-cracking fleet. It instantly doubles your hitpoints and boosts logistics too. Nice. [/quote]Did they change it recently? Last I checked they doubled the amount of moves on the galaxy map! Which is potentially even bigger than the battle buffs. [quote quoting="post"] I liked xeno/slaver but the slow ship production was painful. Getting "free" citizens was nice too (building popu

16 Replies 60,138 Views

[quote who="tetleytea" reply="90" id="3683950"] But the primary issues are really not modable: they are the economy system and the AI. That's source code, and the source code are your crown jewels. There seems to be this push-pull relationship between game developers and customers regarding expectations. For example, the expectation that your rabid fan base will pay YOU to beta test YOUR game. And that may be so, but you first have to have that rabid fan base, and that involves your game

97 Replies 437,562 Views

Can we just stop debating the difference of cheats an handicaps? The boundaries are fluent and their effect is the same. So is the conclusion: The AIs decision making still is far inferior to human decisions. And here I thought Frogboy being back on the team would write an AI which would make bitch about it :/

13 Replies 74,548 Views

[quote who="nindisp" reply="3" id="3683620"] my gripe is.. as a newly formed space empire without a shipyard. I go from that to pumping out 12 colonies, without anyone bothering them no matter how far or undefended they are. actually.I've built no warships at all. I did this as a reaction to seeing ai coming and settling on Mars (rather than a planet near them). [/quote]You could try cranking up the pirates setting. I'm not sure how well it works at the moment.

5 Replies 18,677 Views

[quote quoting="post"] As far as population goes, I know that it = raw production, then times modifiers is everything else. The thing is though, even on "specialized" income planets, I never made that many credits. [/quote]Sqrt(population) = raw production. Huge difference. Getting more than about 20 pop on a planet is debatable. A big driver for getting credits is using the adjacency on colony and player uniques. Though... balance is weird atm. Just make a lot of ship manufacturing

2 Replies 14,033 Views

[quote who="Stalker0" reply="9" id="3683037"] If we want missiles to have better range than kinetics, ok....lower missile damage and give them the same attack speed. [/quote]But there is a difference in the two... High damage low attack speed means you get a good first strike, by which I mean the chance to take out enemy ships before they can deal damage, which high attack speed, low attack could not. On the other hand you are succeptible to overkill-damage, which ef

10 Replies 25,906 Views

Another combination I have been enjoying is ancient-unwavering for their passive boosts to ships. You can quite early have 2 repair, 20% hp and 40% evasion (if you take agile+2) for free on your ships. In age of ascension you go up to like 50% evasion, 7 repair and 20% damage reduction. Add one ship with fleet boosters and have nearly unbreakable shipswithout needing a single defense tech.

8 Replies 46,736 Views

[quote quoting="post"] With a Cybernetic (I think you mean sythetic, cybernetic is the ability, synthetic the race type) Civilization thouugh, it's less useful as the Slaver bonuses mostly favor morale and +1 pop cap increase (already 100 anyways). [/quote]Sure, but Synthetics profit form the slave research buildings like no other race, since they retain both their planetary hubs with this ability. Mix with xenophobic for maximum effect. Synthetic xenophobic slavers

8 Replies 46,736 Views

[quote who="Horemvore" reply="5" id="3682749"] @zuPloed - Jamming and Accuracy are both broken in my book and need a good look by the devs. Stacking stat, where all other stats have a base + modifier. [/quote] If only someone had told them so they could have known... Oh wait...

10 Replies 25,906 Views

[quote quoting="post"] I'm curious to know how much does the AI cheat on the highest difficulty of the Crusade expansion. [/quote] +300% raw production +200% economy -50% manufacturing cost for improvements and ships +20 morale ... Yes, there is more... but you get the big picture from this. (taken from DLC/EXP2_Crusade/Game/GalCiv3AIDefs.xml) They basicly took the values from pre crusade and kept them, while reducing a couple of mechanisms for th

13 Replies 74,548 Views

Defenses are screwed anyways at the moment. Jamming provides effective HP regardless of enemy weapon type. With large hulls and huge hulls jamming is all you need. As for range... let's just hope SD doesn't combine jamming and combat speed into one component... oh wait... they did... Now max evasion (90 or 95% can't remember) is not even exclusive to some civs anymore. Add repair for even better results. Is your spreadsheet taking into account attack speeds? I didn't go too de

10 Replies 25,906 Views

@GrimmAG I have had majorities with my empire alone (about turn 150; 6 or so other opponents). It's kinda hillarious, when all other empires vote against 'declare war against anyone, who defies the UP', it still comes through and next on the list is everything YOU ever wanted and everone else didn't. Democracy, fuck yeah! Did I mention synthetics can simply manufacture voters? :D @<a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl07__LinkUs

13 Replies 13,045 Views

You guys taking into account these two lines: 0.5 1.0 in GalCiv3GlobalDefs.xml already? I doubt they can be modified through improvements/research etc. though... would have to look through xsd. files, but I kinda doubt it. I think in between these settings and the stats o

13 Replies 13,045 Views

@op You could also describe how you have been playing (e.g. what you put as your priorities in the early game) and if you just want a nudge in the right direction or a full on guide. Usually there is someone happy to help here.

15 Replies 64,545 Views

[quote who="Badbonez" reply="9" id="3681014"] And a question: No changes to xenophobe 200% research and production? That is so op I ended up editing my defs to make them 150% each instead. I was researching techs in 3 turns without any buildings (Xenophobe + clever) [/quote]It's probably the most op thing in the game at the moment. Don't use clever. Use militant+2 +210% vs. +200% is no big difference. 50% vs 70% is. For max abuse. pick synthetic and build two

78 Replies 240,438 Views

Good write-up. I had a good read with this. [quote]So the good news is that I think players will see a substantial improvement in polish going forward as the transition from 32-bit, single-core to 64-bit multicore is completed. But in the meantime, we had to pick between gameplay, cost and polish and we can only pick two. [/quote]This reason, I believe. Since you didn't, I will link an

97 Replies 437,562 Views

@ScrivenerOfLight I have verified the mod takes effect (sol system has two asteroid groups instead of one; unrelated, it's a balance change). There are no compile errors, but at this point I also tried linking the techgovernors in AIStrategyDefs and turning the techweights off. So, give me the level 2 technician directly, please [e digicons];P[/e]

9 Replies 16,133 Views

[quote who="Horemvore" reply="5" id="3680696"] There are so many missing xmls from the DLC folder it has to use some from the base game, Events, Blackholes, Artifacts, Encounters, Formations, Battle Behviours, most of the Diplomacy are all missing from the DLC folder. [/quote]Well AITechGovernorDefs is not one of them. 1) it does not contain Artificial Gravity or any other new tech. 2) I tried it by now. I could not get an AI to use TechGovernors via modding.

9 Replies 16,133 Views

[quote]Thoughts? I'm really interested in other people's take on my observations/opinions. As always - it's quite possible I'm just an idiot and am wrong, feel free to point this out [...] [/quote]Ok. You are not an idiot. I disagree on a few points though. --------------- [quote]I'll just say to start that, this is from the perspective that the overriding imperative early game is to "get ahead" and start snowballing ASAP. [/quote]Obviously. ---------------</

13 Replies 75,561 Views

Ok, I stand corrected for now. Guess I will try to mod in a TechGovernor soon and see if it still works. But my question to SD/Brad still stands: Where is the AI modding interface headed, if you want to go in a less scripted direction and AIStrategyDefs is something Brad hates?

9 Replies 16,133 Views

[quote who="Horemvore" reply="3" id="3680645"] Gone where? They are still in the base game's Game folder. (Crusade still uses xmls from this folder) Have the devs said Crusade is not using these xmls? [/quote]How do you know the game still uses some of these? Given that stuff like ColonyFocusDefs is in there, I would have thought it only loads from the DLC folder.

9 Replies 16,133 Views

Lets talk about AI modding. With Crusade the AITechGovernorsDefs.xml is gone. AIFleetGovernorDefs.xml is gone. AIStarbaseGovernor is gone. Brad recently said he hates the AIStrategyDefs.xml. So my question is, when you are done with AI, will there be a modding interface left or will it all be handled internally? What are your plans regarding this?

9 Replies 16,133 Views