no the next thing they will do is to get rid of building buildings, because.... its tedious and the AI is bad at it. Ahh also its against the spirit of the game! ;)
mortili
yep, but i think if you have 0 Military some agressive AIs might still declare war on you
[quote who="corgatag" reply="6" id="3585923"] I think the adjacency bonuses add a bit of fun complexity to the game. I'd like to keep them, but maybe cap them to 20% of the base value of a building. ( Tholians Yor can easily double the effect of a building through adjacency bonuses). A 20% edge for micromanaging players is nice, and the AI can make up for its deficiencies with a handicap. [/quote]
as of 1.3 you can turn surrender off :D
Its not that easy anymore, right now projects just add a % Bonus, and 1000% of 0 are still 0, Anyway without the wheel its pretty obvious that we would change from a planetary specialization to a global/civ-wide spezialisation GalCiv 2 was the same, the best strategies were full-lab and full-factory
New Version: -fixed the Arcean Start Tech popup (had to add 1 line :P ) -updated research-costs
Do u use mods? if not try to validate the files through steam
[quote who="TurielD" reply="1" id="3576567"] That's a really good idea... I want this. I'm a bit too out of the loop to remember where special projects are in the XML's, but it should be possible to add one. Edit: looks like it's not in ImprovementDefs.xml [/quote] PlanetaryProjectDefs.xml is what your looking for ;)
I usually set my production wheel so i finish a building in 1 Turn, so if i build a basic factory i set it to 30.1 Manufacturing, rest will go to research and if needed a little bit to wealth. Later i will put the wheel so that i finish a ship in 1 turn, rest is the same as above.
[quote who="naselus" reply="4" id="3574583"] ' [/quote] yep thats what i meant [quote who="niocwy" reply="3" id="3574566"] Hmm I didn't think about the AI :/ I'm pretty new to modding this game, but I think there could bea way to alter the AI behaviour so they won't use the improvement. I'll dig around. Or maybe some of you guys know how to do it ? [/quote] if you want to know what the
i can see this getting problematic for the AI, did you test this?
[quote who="ben_god" reply="10" id="3573988"] Hey [e digicons]:)[/e] Thanks for the info here on how to mod the LEP. It's horrific on larger maps.. Doing it the way described here in GalCiv3GlobalDefs.xml only seems to work on new games. I tested it and the LEP adjustments work on a new game but seem to revert to the standard .2 on an existing saved game. I have an insane map on about 275 turns and up to 246 planets, so yeah the LEP is getting
in gc2 lore the yor are able to simulate creativity by introducing random variables into their research calculations
@Karl: you have 2 entries: DrenginAssaultFighter dont see anything else [quote who="KarlBar99" reply="76" id="3573164"] [...] BasicShipyard DrenginAssaultFighter DrenginAssaultFighter</InitialAssault
New Version: -Found a workaruond for the LiteConstructor issue, mod now works completely with the append methode again -Buffed the Navigation centers and the space cannon -moved some techs around
[e digicons]8O[/e]
same as the standart ones, they are called Lite Constructor Modules and are cheaper/ have less maintance
[quote who="KarlBar99" reply="22" id="3570809"] Can you clarify. Is the AI simply not building ships equipped with the module, or is auto-generation not producing ships using the module? [/quote] As Long as you have the Standard Constructor Module the AI will use this, no matter how much better the custome one is.
Dont have time to playtest right now, but took a look at the files. Is there a Reason why you changed the GenericName of the Colonization and the XenoIndustrialization Tech? Because if you dont do that you can actually stay with the append Methode.
Anyone got an idea how to get the AI to use a custom constructor module without using the total conversion methode? Right now i got it working by getting changing the generic name of the "TechTree" Tech and replacing the now missing improvements and components with exact copies (only differing InternalName), but the StarbaseModules are problematic because of the way Mining works (Prerequ Module in StrategicResourceDefs). So i just added "my"
New Version finally got the AI to build Lite Constructor Module :D some minor description improvements added a LeaderFG (looks ok in Race Selection and Horrible at Game start :/ ) Lite Constructor Modul now available from start no acces to the normal Constructor Modul (but its weaker anyway) Update(v0.1.20150704A): -rebalanced Navigation Centers -Fixed missing Improvements and StarbaseModules -changed Colon
after looking at the debug messages of a properly loaded techtree, im not so sure anymore it has to be a problem with your EngineeringTech. If you were able to load the techtree succesfully before i would sugesst reverting the last changes one by one and testing after each change, if not im out of ideas right now
[quote quoting="post"] Debug Message: Building tech tree for node: DreadEngineeringTech [/quote] The game crashes when trying to load the DreadEngineeringTech. but its exactly as my ArceanEngeneeringTech exept every Arcean is a Dread ... <div class="Article_Quo
did you change the generic name of the TechTree Tech? or removed it? (would be helpful if you could upload the file)
[quote who="ManiiNames" reply="2" id="3569083"] Tough to balance the + movement building when you have such a variance in # of planets between galaxy sizes and play styles. That being said I always liked the Arcean uniqueness and will likely give this a try when I have time. TY for your efforts. [/quote] they dont stack globally, but on the shipyard, so you can stack a maximum of 5 (thought there is a bug wich lets you get more than 5 sponsors to