[quote who="DivineWrath" reply="16" id="3668626"] -Why do colony ships fill option start at 2.5 instead of the full 3? [/quote]I guess being able to set a default for it by yourself for yourself would be a nice ingame option. The way it works right now is, that the default slider position for both the player and the AI are written as one value in the modable files. What's worse, is that it also influences the invasion slider. What would be great
zuPloed
[quote]This is a purely speculative post. I don't have the answers, but I have questions. [/quote]Speculation sounds fun, I'll jump in :D I think the big point which is missing here, is the consideration of the recipient. The recipient of art changes, too. What is noice to some may be appreciable to those who grew up with it (for example). If I read starkers post right, he points out, that some music styles are utterly unappreciable to him. So recipients changing is some
[quote who="lokblaze" reply="10" id="3668058"] I'm not sure how much I need to be putting on planets or if I should just be dedicating whole planets to nothing but research, econ, pop, and production. [/quote]Hmm, specialization is not a bad idea. Do keep in mind, that you need population on any kind of world. The more economic starbases your world has, the more population you should have on it. Also, don't think too much about upgrading factories etc. Building a ne
[quote who="DivineWrath" reply="1" id="3668532"] -Ships auto eject from shipyard when built. You can't store them for later. You have to deal with them before you can end your turn. [/quote]You can set a shipyard as its own rally point. Then ships don't auto eject, unless the shipyard is full.[quote who="DivineWrath" reply="1" id="3668532"] -I don't like adjacency bonuses. It gives planet too much focus as you are encouraged to maximize adjacency bonuses by controll
1) You can see all value and effect types in under: /data/Schema/Enums/ModifierEffectTypes.xsd As you can see, for boni, there is only Flat and Multiplier. That's about as far as I can help with this. I haven't really played with value types. 2) Have you tried Multiplier -0.8 ? I could imagine, that flat is an
[quote who="ed_b" reply="7" id="3667360"] Just read the February 2017 newsletter, and was curious about the little piece on handles. In particular, the part about "bring up task manager (ctrl-shift-tab), go to Details and then add the Handles column." I've never opened task manager with anything but ctrl-alt-del, and ctrl-shift-tab doesn't do anything in Win 7 on the desktop. Given that there's no Details in task manager, I'm wondering if you're referring to something
shameless self bump Is there any way this has been or could be looked at for the release of crusade? If so, please check this thread , too. :) I know Brad is having nightmares of the backlash for creating an AI, which is a 10, and the 90% easy players playing against it. But there is also us 10% who would like to see this 10 or like to see how close they can bring galciv3 to it. :)
I don't think there is a way. I tried doing something similar when I reworked all the custom blueprints a while ago. It didn't work for me either. I would be happy to hear my assessment, of it being impossible currently, is wrong. Btw: since I read your post in the logistics cap thread, if you want the AI to use more support ships, you might need to look in the AIStrategyDefs, too.
If you want helpful advice on transitioning from gc2 to gc3, I would recommend reading this thread . edit: I quickly reread my suggestions on the thread, since it is many months old and there have been some important patches since: early colonizing: Not quite as important anymore, but if you end up with half the number of worlds your ai opponents have, you should figure out way to colonize more worlds. Econ
[quote quoting="post"] I'd like to suggest two changes to both engines and life support: 1. Both engines and life support modules should scale more with hull size, both in mass and in cost. Presently, you simply get a whole lot more "Bang for the buck" by using the largest hulls possible. I don't see any problem in scaling the mass of engines/life support directly with the hull's mass capacity, before miniaturisation modifier. This would make small and tiny hulls m
I guess an old but still worthwhile plug is Brads old thread . [quote] What do the AI modders need (tools, etc.) from the devs in order to provide more access to AI modding? What do we want to see in terms of AI behaviour going forward, and hence, what do we hope that Crusade will improve upon in terms of AI? [/quote] Shameless self-plug
Thalans have the best early economy due to Hives. Later in the game manufacturing is best maximized via population + starbases. The Drengin are very good due to high popcap. Choosing the malevolent tree has a huge impact on late game production, too. With a custom Drengin tech tree factions I managed to have multiple 150+ population worlds before turn 200 (before 1.9). You may want to use birthing subsidies for this though, once you have high manufacturing on a world and if yo
Hmm, I am assuming you added modules and the AI doesn't use them? Take a look at the AIStarbaseGovernorDefs.xml Ever seen an AI build an influence starbase? Look at the file and you will know why.
Terran: Nothing. Drengin: The Slave hubs are basicly the best (colony-unique) thing you can place on a tile in the game. Adjacencies properties are insane. The Approval bonus from the manufacturing buildings is nice, too. They also have stronger approval buildings, which compensate for the higher foodcap through their slave- and food-hubs (gets +% food adjacency instead of +% growth). Altarian: The social matrix is a nice combined research/manufacturing hub. Their approval bui
[quote who="Frogboy" reply="5" id="3661177"] And I really like being alive. It's my favorite form of existence. [/quote]No worries, we like better in this state of existance, too. We are opposed to having your SSDs reformatted.[spoiler](I am reasonably certain he is AI)[/spoiler] [quote who="erischild" reply="11" id="3661190"] I am really doubtful of making a Tall strategy work in the GalCiv economy. It seems contrary to everything I have observed in the gam
1.) When you research a new component, say a pulse cannon, it unlocks new ship designs, which are in the templates of every race. The yellow exclamation mark means, you recently unlocked a new template and have not taken a look at it yet (i.e. clicked on it in shipyard at least) 2.) This means these are specializations techs. Specialization techs are techs you have to choose one out of 3 or two of. For example after researching the hospital tech you can unlock on of three specializati
[quote who="Heuristicist" reply="16" id="3660206"] 3) I soaked it to turn 100 and have yet to see AI replacing this ill placed lab with a factory [/quote]Never saw that either, but I have seen the AI replace normal improvements with hub-type improvements before.[quote who="Heuristicist" reply="16" id="3660206"] 2) I did that manually to anticipate hub buildings to be available soon. AI has been trying to put that research lab next to waterfalls all along [/quote]It shouldn
Also, on the topic of homeworld development, the two major issues I see are: 1) It puts 2.5 pop into each colonizer. Your homeworld is the world which can make the most use of pop due to fastest build of improvements. It should leave those people at home unless pop capped or heavily heavily unhappy. 1b) Sorry for bitching, but this is the problem with having the same population "slider" (you ca make it default to one value by the xmls) used by the AI for transports and colonie
[quote who="Heuristicist" reply="9" id="3660181"] The placement of the default balanced governor has big issues. See the following example. Why would AI choose to place a research center in this location?[/quote]If you think about it, it is really not that bad. The AI will most likely place a social matrix or a slave pit on the waterfalls and really only loses on taken and one given adjacency. That's hardly worth mentioning. And later it will possibly replace that one factory
@Seilore It is not just about layouts. If I can get an imperfect but complete layout in half the time it takes the AI to build a perfect layout I am still quite ahead afterwards. The elefant in the room with the AIs governors is order in which it builds stuff. Things I am used to see is planets being pop-capped at 5 pop. Which is even worse now with the reduced production from capitals. I am used to see planets building a shipyard as the third improvement on a new colony.
Can you take a look on early build orders? There are two major issues: 1) Shipyards. A freshly founded colony doesn't need a shipyard if has very little manufacturing. Besides, building shipyards via constructors is cheaper. 2) Upgrades. You just don't need a xeno factory if you can do the earliest added tile + solar power plant instead. And yet the AI commits to these horrible inefficiencies, where it upgardes all it's buildings before doing something reas
[quote who="Heuristicist" reply="56" id="3659981"] One area that AI may need a lot of love is the build-order. The AI is building tons of low-yield buildings with return-on-investment 10x lower than the alternative. In 39 turns, I was able to beat the AI by more than 10x in planet production. [/quote]This is actually low hanging fruit, too. You don't even have to go as far as to do a ROI table. Just fix two issues: 1) Shipyards. A new colony does not need a ship
[quote who="TheFunMachine" reply="37" id="3659765"] I think there is some disparity, as I am noticing certain AI factions like the Thalens or Arcaens consistently underperforming in all of my games, but the factions like Drengin seeming to explode in power. I cannot put my thumb on the exactly what causes this, but I'm starting to believe that there may need to be some more balancing needed. [/quote]Hmm two things about this: - power rating is very easily dominated
About research speed: I would say the current speed is appropriate for a 'fast' or even 'faster' setting. But since we are talking about these settings: In the current implementation they do next to nothing, because they only count like a planet improvement in that they are additive with them and not multiplicative. If someone finds the time, it would be great if they could be implemented in a more useful way. For example by affecting the tech inflation exponents.
[quote who="pshaw" reply="12" id="3659529"] Quoting zuPloed, reply 11 Done with a first testgame. The performance improvements work like a charm for me. Most notably, I used to have a period of 2-3 minutes of my pc running very slow uppon ending the game. It's gone. Based on you