<div id="comment_cont
iRedEarth
[quote who="trims2u" reply="38" id="3690836"] Back on topic: for the ship design AI, I would think that a critical thing is to make it tied to both the diplomatic stats and the current tech research queue. The AI should be looking at who is a likely opponent (and seeing what kind of offense/defense they have), then pushing for research to counter that. In the areas of "what do I do right now" for the AI, maybe have them build in two streams of stuff [/quote]<
[quote quoting="post"] The next big thing on my plate is all the political stuff. That's what the next major expansion will be about but the main game and Crusade players will benefit as well as balance continues to get more and more interesting.[/quote] So are we talking governments set for a race, government types developing during the game, or some of both? Either way, I'm hoping for sham democracies to be possible. Who doesn't love a good sham? [quote quoting="post"]F
The passive increases to ship range you get from technology seem to be in the wrong order. Not counting the ones from specialization tech, the first two are five and ten, and then one and one. On smaller maps a 15 range bonus makes most life support components unessessary. And by the time the +1 range passive come along you'll likely have dealt with range issues with starbases or bigger ships with more life support and one extra tile of range is trivial.
I made a mod to address some issues with Mercinaries. Here's the link(ed Aerie): http://www.nexusmods.com/galacticcivilizations3/mods/119/? Here's the description: <span style="color: #ffffff; font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 37.1222px; background-color: #0b0c2
I'm wondering if you can set the model used for fighters in the civ designer. Doesn't look like you can. I know you can't design your fighter drones in game and I actually haven't even noticed if different races even have their own fighter models, and if they don't I'd understand why that wouldn't change now.
As far as I can tell, alliance just locks your relations at a high level.
I don't think the ships roles of many of the mercenaries are good for them. Almost half of them I wouldn't hire because I don't think the combat AI would use them well. Many of the early ones stay back when the should be at the front and later ships are in front when they should hang back. So here's the ships I think have the wrong roles and what I think they should have. Some may be missing since not every merc is available in every game. The Raptor Tiny support<
He's saying it's not his homeworld but it is the homeworld of a pragmatic race. Also, yes it does need a pop-up warning but it is not overpowered. It's at the end of the line and it only applies to the homeworld. You can take every other planet of theirs and then they'll take with surrender to someone or accept peace. Then you can take out everyone else until having everyone declare war on you is irrelevant.
The way it currently operates the AI thinks their ships are gold plated and yours are warm summer garbage. Considering what the AI is willing to offer in ship trades the feature might as well not exist. It does make sense that they wouldn't want to weaken themselves for some coins, but but weakening me and strengthening themselves seems like something they would consider. The price of ships in trade should be closer to the price you could buy it for in a shipyard with some modifiers.
I had wondered if it would be at all possible to be an arms dealer. It isn't. The only time I did much ship trading was when I was ahead in tech but behind in ships so I traded with minor races for their ships. I doubt they'll put much into this feature, but the AI should value ships more if they couldn't build it themselves. Thus if I had bonuses like miniaturization beyond them I could make some money. I know I push my Hyperion shrinker pretty far.
I've twice hired The Crux mercenary which is supposed to have 100 base influence to the starbase it builds and +100% growth afterwards and both times I got neither effect.
They could have a toggle to switch it for some other information.
[quote quoting="post"]1. What specific features of diplomacy do you traditionally like the most? I want you to be as specific as you can be. Which parts of diplomacy from any game do you like the most? What parts do you remember long after playing the most?[/quote] Vassal states I first saw in Civilization 4 Warlords. Actually I remember Alpha Centari had factions that would surender and still exist but no longer need to be eliminated but I don't remember how much you could order