Decay is easily changed in the xml, the problem is that it can only be a flat value. It would make more sense if it was exponential, but then again so would growth. I doubt they will ever change that, they don't care that some people will exploit in such ways. Doing so ruins my fun in the game, but who cares if someone else does? Some people like mods that give them huge bonuses, it's not any different. R
rspiccaver
[quote who="Stalker0" reply="8" id="3567900"] Now the next question, is that 1.4 rounded for total manufacturing calculations (or does the game use the actual 1.375 value)? If its the former, that would actually make growth stronger than we thought as you get to round up on population. [/quote] I think it uses the actual value, checking will be hard, I would do it but I'm packing and about to go on a short holiday. I only say this
Until I can select which constructor to use and, more importantly, where it is built the whole mechanic remains irrelevant to me. That's all the functionality I would like since I like to pick my modules manually depending on where they are. I usually do all my production from at maximum 3-4 high production shipyards, I don't want it to queue somewhere (closest shipyard) that has only 5 manu per turn.
No I was referring to the use of more than 1 decimal place for measuring population growth. Although we can't see it on the tooltip population values are stored to more than 1 decimal place. I had a couple of minutes while packing and I've just double checked, new game, built colony ships to remove population down to 1. Population growth +25% from high morale. Population went 1.0, 1.1, 1.2, 1.4, 1.5 R
[quote who="naselus" reply="2" id="3566917"] I'm fairly sure it just cuts it off. I've been playing with the slow-growth malus so I only get 0.01 growth; getting to +50% modifier from there doesn't mean I gain 0.1 population on one turn and 0.2 on the next, which it should if the extra was carried over. [/quote] I think you are wrong in this regard, I have most definitely seen 0.1 growth on one turn and 0.2 growth on another followed by 0.1 again etc. I noticed t
Hmm an old post, on the off chance the OP is still reading, I'd love to look at your save game because I've not found any evidence of the so called "cheating" you are mentioning on normal difficulty. I've run lots of soaks and I investigate/test a lot (much more so than actually play the game). When at war, the AI increase their military production and reduce research. The ships they churn out cost maintenance, which they respond to by increasing their economy (again this
It's a bug, likely just a typo in the KrynnTechDefs.xml file. It's research cost is set to 390 (higher than any other tech). It should probably be 88 or perhaps 90 which is more in line with other factions (other factions are 88).
I was asked for a fix to the Terran/Thalan problem between turn 30 and 150, but tbh I thought it needed a little more work than that. I'm going away tomorrow night for a few days so it's only an early day work in progress. Regardless, I thought I'd make it available to all. I've come up with a few basic but productive changes which help the AI expand faster. The AI seems to establish itself a lot quicker but I h
[quote who="naselus" reply="41" id="3567560"] For some reason, the AI has stopped moving its scouts in my current build; it builds them and just leaves them parked immediately outside the shipyard. Are you seeing anything similar, or is this a result of something I've changed? [/quote] No I haven't noticed this. It does happen for the controlled faction if I use the 'fow' command in the console to watch other AIs in a soak though. Also stops that fa
Precedent goes to the last strategy defined in the AIStrategyDef.xls which meets the factions criteria. Also, the is not the current age the faction is in, it is a check to see if the faction has unlocked that age or beyond. In the vanilla xml these two reasons are why Aggressive_Strategy_General is never used. ExpansionStrat_Aggressive is defined afterwards (it should have appeared before) and takes precedent, the AgeOfExpansion requirement for it ha
[quote who="wpkelley41" reply="11" id="3567398"] Rspiccaver, are you saying you find a tech capital world and a manufacturing capital world, and make your home world the econ/trade cap...or you find 3 different worlds for your capitals? If so, what do you do with your home world? [/quote] I often make it econ/trade capital yes, because it's a lot easier to get freighters out very early game from your homeworld. The age of a trade route adds a lot of income so the ea
[quote who="dansiegel30" reply="8" id="3567379"] Well, another key strat I like to use is have my Hyperion Planet, where I max the Hyperion Shrinker to death. Use elurium defense shields if I have the spare elurium, just to get the +3. Prep center +2 is great as well. This hub take several buildings, but can net you a -50% mass, which is invaluable. Make sure the rest of this planet is manufacturing. [/quote] I find it a waste to put my hyperion shrinker on my main man
[quote who="naselus" reply="34" id="3567308"] Also think I've figured out what 'turnlifetime' actually does - the whole system works as a series of logic gates. Every time turnlifetime runs out, it follows the gates until it finds a strategy which fulfills all the triggers. If there's no triggers, then it follows that if nothing else triggers it. [/quote] Yes I suspect it does, and I also suspect they intended to allow for more complexity but it didn't ge
[quote who="naselus" reply="36" id="3567375"] I'm pretty sure it completes whatever it was doing. [/quote] Yup, it does. Each time the shipyard becomes idle it checks the strategy for the next item to build.
I start out balanced for the first 50 or so turns but quickly specialise. My homeworld becomes either trade/wealth or tech, depending on what other colonies I've picked up. I pick a planet for my technological capital, manufacturing capital and trade/financial capital as soon as I can (especially trade and set up the routes). I never make it manufacturing because it's easy enough to use low quality colonies for that and tbh I never lack for manufacturing. I'm not re
[quote who="naselus" reply="32" id="3567278"] Also, any idea how the AI picks between strategies when it's eligible for 2 yet? Like, say, an Aggressive Benevolent race has a choice between a bene and an Aggressive. [/quote] Not yet, it's on my list of 'to figure out' but I've got side-tracked :p - Probably do it tonight or tomorrow, I'll keep you updated if I learn anything.
[quote who="naselus" reply="30" id="3567257"] why not just disable constructors in the StartStrat, give colony ships a big weight and scouts a small weight? That way, the AI won't waste time building starbases for goods it can't use, and will build scouts until it sees an empty planet, where upon it will build and send a colony ship. [/quote] I tried that early on, and due to the AI refusing to build more than 3-4 scouts the shipyards sit idle, I'd rather th
[quote who="naselus" reply="28" id="3567205"] I'm not sure that FOW is actually lifted on turn 20 for normal AIs - they do seem to react to exploration treaties with sudden bursts of colonization, which implies they still aren't aware of the worlds until then - but they do get 'inspiration' as to where habitable worlds are. It may be turn 20 is when the first of those flashes of intuition comes in. This means scouts do remain of some use on lower difficulty levels. [
[quote who="naselus" reply="26" id="3567076"] Try boosting the sensor radius granted by colony capitals to some really big number (so the AI should be able to see multiple empty worlds) and then re-running the sim. [/quote] Bingo, you hit it in one. I did think it might be something similar but what was throwing me off was seeing the AI go directly to a planet/resource regardless of whether they have uncovered it in the FoW (they definitely have knowl
[quote who="naselus" reply="22" id="3566784"] Create a 'stratstrat' option from turn 1-20 which is just 90%manu, 90%mil colony spam. [/quote] Naselus. FYI and anyone else currently working on the AI. I've been working on some changes and doing more testing (I'm close to OCD when it comes to testing, haha) and this is going to produce a couple of difficulties that I'm having a hard time currently getting around. On Normal d
Lots of good suggestions in recent posts but I see this already rapidly spiraling away from the objective of the thread guys. A good deal of those things will not be able to be implemented by mods.
Yeah I've looked at that for a couple other things I was working on but not in too much detail (there's a lot there as you said). I think it was when I was looking into the AI undervaluing a lot of their trades in diplomacy. The thing that really aggravates me at times is often when you think something does one thing it turns out to be entirely different. Getting the time to test every damn change since we have a limited point of reference... it wouldn'
[quote who="naselus" reply="5" id="3566203"] Hmmm. Looking at this, we could force-specialize the AI. If we pick the 'correct' specialization depending purely on planet size (economy for small, industry for medium, research for large), and then stacked the 'right' building choices, that would potentially lead to a much stronger planetary AI while we're waiting for Froggy to add in local awareness. [/quote] It could do with some tweaking and that did
The AI picks improvements to be built on a planet depending on the planet class and it's specialisation (hahaha, the idea of the AI specialising). Take a look at the GovernorDef.xml and you can see what planetary improvements are built. It mostly comes down to x number of manufacturing, x number of farms, x number of approval etc. How the AI determines whether a colony is research, manufacturing, influence etc. I haven't been able to determine, it's probably hard
[quote who="naselus" reply="42" id="3566143"] Now we need to figure out what happens when there's 2 strategies with identical requirements available at once; does the AI then alternate those? [/quote] No there was no deviation in the strategies whatsoever unless they go to war between turn 31-150. The Drengin, Krynn and Yor all used the ExpansionStrat_Aggressive exclusively, they never used the ExpansionStrat which should technically be availabl