Wow - this looks very promising! I took a year long hiatus from the game and great to come back to so much progress. when I was playing last I was using IAB mod, modified and using ST ships from the workshop. I'd managed to get the AI to use the custom ship sets which was a big project but what you've done is way beyond that! few questions as I'm completely out of touch with the game now - can I roll back to a previous game version to make your mod work?&nbs
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I have the same issue. Additionally if I custom make carriers with either the kinetic or missile fighter modules they also come out with the scout strategic icon. Beam fighter modules make it look like a carrier, but not the other two.
Personally I think the 'Best Defense' tag and philosophy is all wrong, and I hope it is a bug. Conceivably new players could be getting smashed by the AI simply because they have researched the wrong defense type and don't understand it. It should be as another user suggested, a mix of all defense + a bit of padding. Worse, it borks the AI, if they happen to get caught with the wrong defense type, or are facing two opponents with different weapon types. Ship
last game I played (after a reload) I had the event 'Public Education' keep firing, sometimes every 3-5 turns. Kept persisting until I shut down the game and restarted. I think it fired 6 times before I shut the game down. Only time I've ever seen something like that happen, but sounds somewhat similar.
Hi Ragic, I'm not sure that is really mod related. You may be able to tinker with the UI settings in the menu, but I'm not sure if it changes icon sizes or not. Mod Related: Few stray observations on my end - the Thulium (should be Durantium) Hull reinforcement and possibly the precursor hull reinforcement (haven't tested it yet) may need to be tweaked to be brought in line with the other defensive modifications you've made.
The AI does it to the player also, not sure if its an accident or not, but I've been blocked in by the AI doing this before. Hopefully it gets fixed on both ends.
I'm really interested in how you added music to your factions, and would love to replicate it - brilliant! Do you have a step by step on how you accomplished this? I'm fairly familiar with the files, and can see what you've done and could replicate the music files for the factions I've created, but I'm assuming there is quite a bit more to it than that.
That is the malevolent unnerving ability (25% less HP for enemy ships which is currently applied to YOUR ships). The fix shouldn't be too difficult, it works fine in the IAB mod and has for several versions. Thanks pshaw for addressing the these!
I concur. Though this and many other ideology related perks and events are not working, the devs have been very quiet about it. Many posts and threads about it and other related issues, and quite a few tickets opened (I can only assume). Here is a link with a bit more discussion on this and other perks/events that are being mentioned as not working. This is more recent, but some of these bugs have been around (and posted about) through many versions of the game since re
[quote who="exelsis" reply="16" id="3614968"] The first part sets scavenging to true. Unrelenting, ancient, and coercive are all like that. [/quote] Yeah, seems that way. If it's intended then there should be a warning when selecting the snathi tech tree, as the entire branch no longer works unless you pick that ability. I see no reason why the tech couldn't activate the ability as well though. Part of the reason I chose not to take the ability is the
Also, not sure if this is intended (would be nice if someone else could confirm?). I made a custom race using the snathi tech, and chose not to take the ability 'scavenger' thinking it would unlock with tech. The tech tree provides lots of scavenger +% choices (70% I believe). In any case I haven't had a successful scavenge yet (with 100's of ships destroyed). I'm beginning to think that unless you take the ability the tech doesn't matter. Seems to be this bit of code
[quote who="exelsis" reply="12" id="3614756"] Watchful provides an interceptor to every fleet in your ZoC. I believe it has to be an actual fleet, not just a map object. [/quote] I just tested it again with a fleet of 7 ships 6 hexes away from my closest planet (well inside my influence) no fighter. Then again with a fleet of 2 ships 2 hexes from the same planet, no fighter. I'm using downloaded ships (its all I ever use) but I cant see
Also the precursor planets colonization events that give +10 % damage output to weapons only actually provide 0.1 damage to weapons of the ENTIRE ship. So if a ship naturally had 200 beam attack, it should have 220 if you pick the colonization event, but instead you get 200.1 beam damage. It appears to be the same for the Kinetic and Beam events, as well as the +10% to all weapons event. Have not had the missile event yet. Should be noted that the defensive bonuses to w
Just confirming that I had an AI dow while a Non Aggression Pact was in effect. No notification that they broke the treaty, just a DOW. I confirmed that the treaty had not expired, but may have borked it by offering it at the same time as an open borders treaty, not sure if that makes any difference. In any case the treaty was only in effect for 10 turns or so before the AI declared on me. I believe, if I as the player, decided to DOW someone while having a NAP i&
[quote who="exelsis" reply="5" id="3614635"] Watchful seems to work for me. I think it only works for actual fleets though, which might be considered a bug. That masscap bonus still works for some reason, though I have no idea how. [/quote] Hi, you mentioned the masscap bonus works for you, here are a few threads reporting the bug https://forums.galciv3.com/473849/page/1/#3606790 ht
Pragmatic - Watchful: Does not grant escort fighters to any ships that I've seen Pragmatic - Neutral: Only seems to work with races you've met (ie if you know 3 races on turn 21, pop 'Neutral' ability and on turn 22 meet a 4th power it can declare war - this may be intended). Also there are a number of ideology events that are bugged or not working, off the top of my head the 'Design Revolution' Event - Malevolent choice is set up imprope
[quote who="naselus" reply="702" id="3614238"] Each Free Trade treaty gives you an additional trade license. Non aggression pacts are two way. Slave Brokering may now appear as 'Research Treaty' (SD changed it in vanilla and I've not altered the UI text for it). [/quote] Ah, so it does - I didn't notice that they gave you new licenses until you mentioned it! I do appear
Well I guess I should play the regular game at some point :D keep asking questions in the general that I think would apply, but clearly do not :D In any case, this is what I've found out regarding trade agreements: Slave brokering when traded to the AI: Gives them a 5% manu bonus, but no wealth or research bonus that I can see Free Trade Agreement to the AI: Observed no tool tip bonuses to the AI Cultural Treaty: I've never
Hey naselus, as you know I tweak the AI files to give it more power, but one thing I noticed that must be holding your AI back is the lack of Colonial Hospital builds. As the player after about the first 100+ turns most of our growth comes from these buildings, netting +0.4 growth per turn from the last level building in addition to the +0.2 the colony naturally generates. The AI doesn't build these, so the player eventually triples population growth. I'm not su
@Ryne - what I did for the AI Ferengi was have the Maurader as medium / large and huge ships. Since ship classes for them are so scarce.The AI ignores usual shipbuilding rules, so if you tell it to use a medium template on a huge hull it will (upscales the medium model to huge and fills it up according to the blueprint). Hopefully someone will come up with a Breen set. They were pretty pivotal during the DS9 era (my favorite as well!).
According to the steam forums they are patching it in the next patch (finally) so that the AI won't be so hell bent on shadowing you in your territory. For now, the 'get off my lawn' feature isn't really all its cracked up to be :(
Krynn Shawdow Temple is set to Colony Unique (assuming you meant for it to be One per Empire as it grants +2 Dimplomacy)
[quote who="Rectunator" reply="685" id="3613022"] I should've been more precise. I dont have an "lets talk about something else" -option when opening the diplomacy window with other races. At all. After a clean installation. EDIT: Actually the option is there when I start a new game, but disappears after loading a save. I didnt notice this before because I have often saved/loaded before encountering new races I could actually understand. [/quote] <