Syntax_VI

Syntax_VI

Joined Member # 6488932
11 Posts 175 Replies 1,790 Reputation

Hate to say it but I agree. Carriers are too weak now :D why not go the other way and allow for more per module now? Always nice to see lots of little fighters buzzing around when you bring a big carrier into battle.

735 Replies 1,237,526 Views

Carriers have been nerfed pretty hard. Oddly enough I think the AI has some form of battle calculator, either that or naselus influenced the build scheme. In 1.3 the AI built masses of carriers, in 1.4 ish he started nerfing them and like clockwork the AI stopped building them. Now I rarely, if ever, see carriers built by the AI in game. Not sure if they have their own metric deciding what to build or not build.

735 Replies 1,237,526 Views

this is very encouraging! Should give the AI a helping hand to be sure. Now if someone could just figure out the manic AI colony behaviour things would be much improved. I've noted that some AI's terraform planets pretty regularly. Others seem less interested. A few AI's build buildings on the terraformed tiles, but many do not. They seem to just leave them empty, though I think they may eventually get to them. It would be nice if we could force them to use

735 Replies 1,237,526 Views

thank you! I kept poking around in naselus' files, and didn't see it, good find! so, if I removed the line: true would the AI start building again? I wonder why stardock does stuff like this. In another thread I half joked that they must have a mole from a rival company that hides bad code in with the new patches. If I squinted and looked at the game sideway

735 Replies 1,237,526 Views

Not sure if you picked this up already, but your tiny fighter blue prints (not the kind on carriers) the Kinetic (now guardian version) filer component is set to beam weapons instead of kinetic. EDIT Actually the missile bombers also have the filler component set to beams as well.

735 Replies 1,237,526 Views

[quote who="Rectunator" reply="674" id="3612695"] Erm is there a prerequisite for the "Get off my lawn" -diplo chat options? I started a new game with the new version (after a clean reinstall) and I am still unable to tell these ugly xenos to get away from my real estate. Or maybe it's because of something other than the UI-file? [/quote] Did you start a new game? I'm assuming you did, but it can't hurt to ask :D Also, how di

735 Replies 1,237,526 Views

also, one thing that may help with constructor spam is if the AI actually used constructors for things other than mining/economy. Some time ago they simply stopped building defensive upgrades on starbases. I'm not sure what caused it , and have not gotten much feedback on the regular forums as to wether or not its a problem in the base game, but it is (not) happening in the mod for sure. They still build and move constructors as if they were going to upgrade the sta

735 Replies 1,237,526 Views

what does the UItext.xml do? or specifically what was was it doing in your mod? Also the file I downloaded also shows up as 0kb in size and fails to open.

735 Replies 1,237,526 Views

Do these treaties do anything when traded for? I have not seen any tool tip modifiers on my colony screens, and the treaty details net 0 bc from implementing an agreement. I realize then when I offer one I'm supposedly gifting the benefit to the AI, but I'm talking about when I receive this type of treaty in return. Anyone notice anything?

2 Replies 12,933 Views

thanks, just figured out what I had done wrong once I opened up the flavor texts to confirm that was the actual event. I guess the events are also baked into the saved game (even though the flavor text is not). So changing the event will only take effect on a new game (even if the event hasn't happened yet). cheers!

2 Replies 12,856 Views

Great set of changes! Though I'm still not sure I want to see the wheel back. I've spent a lot less time fiddling lately, and sometime I miss the precision but most of the time I do not. Just noticed that he Altarian Zero G Arena (starbase module) doesn't seem to unlock properly when you progress through there tech line. I've researched the tech but cannot build the starbase module. Any word on those Krynn building I mentioned in p

735 Replies 1,237,526 Views

Personally I think there is a (rival company) mole that works for stardock. They delight in breaking things in patches, that were not broken before. Design Revolution Event Bug (malevolent pick does nothing) Duterium Hull reinforcement has become a Thulium Hull reinforcement AI no longer upgrades starbases (except economy and mining) Many picks in the ideology tree's have simply stopped working (pragmatic pick that grants free escort fighters

3 Replies 5,016 Views

There is an event in the game that gives the player the choice between: Double every factions speed Double your factions speed and pay 2500 credits Increase speed for your faction only by 50% This event just kills me. Its extremely powerful, and I can find it in any of the event files, or the dlc event files. I'd love to edit it and make it a nice boost, but not so game breaking. I play with the IAB mod that enforces reasonable

2 Replies 12,856 Views

just confirmed that the command line still appears to work (its a bit hard to test) but it does seem the AI has a extremely low priority researching defense techs. In my current game I have 6 godlike AI's and none had progressed passed the basic defense tech at turn 250. 1 power just completed the first level of shielding tech, and the blueprints updated accordingly. So that is good.

735 Replies 1,237,526 Views

I'm noting that the AI has trouble researching defensive techs OR is having trouble placing them on their ships. They often have best available (and max tech) weapons paired with entry level defenses. Current game is 240 turns in, and I'm looking at the two strongest AI's, both of whom have researched nightmare torpedoes and are churning out ships with them equipped, but both powers are still using only the basic deflectors, chaff and hull plating modules. I

735 Replies 1,237,526 Views

Krynn tech oddities - The Coordination Temple is the first unlock in this tree, and appears to be the best giving +10 adjacency to everything. The level 2 building only gives + 5 to the big 3 (manu/science/wealth) and the 3rd level gives +10 to only those 3 as well (compared to level 1 building that buffs everything). Also, I'm wondering about the math on that building / tech line. Even the second level needs quite a bit of adjacency to make up for replacing one bui

735 Replies 1,237,526 Views

idk if you'd ever be in to doing this, but I think a balance pass may be needed on some of the more OP events and anomalies out there. Precursor anomalies are obvious ones (they are trivial to attack later on, and I'm pretty sure the AI just ignores them) plus a few of the more blatant events (the one that gives 100% to movement) can really destroy a carefully balanced game if they pop. other than that looking great aside from the difficulty level (easily editab

735 Replies 1,237,526 Views

I got one colnization event that said it was +10 weapons to ALL ships. The description sounds op, but the event didn't do anything to any of my ships (didn't add weapons to ships that didn't have them, or increase weapons to those that already did). I"m not really complaining, because that would be silly, if the event worked as stated. There are some events in this game that are just crazy. Like the double speed permanent event. Makes

9 Replies 25,592 Views

Great, thank you sir! One thing i've noticed but forgot to mention. Your scout blueprints upgrade, but still only use the basic navigational sensors instead of the latest models when researched.

735 Replies 1,237,526 Views

That is a bit nuts if that is the case. I havn't conquered any yet. Does the AI actually go after them now? They used to ignore ship graveyards prior. Some events in the game are pretty sill (double movement lifetime event for instance). Precursor anomalies do seem to appear pretty frequently in my game as well. At first blush it seems about 1/2 the anomalies i've encountered are precursor.

2 Replies 10,442 Views

The same thing just happened to me running the new 1.5 version. I had 3 options, each said no flavor text found. No idea what it meant. I also have not met the race in question. Strange ^.^

2 Replies 12,249 Views

yeah, I actually modded the xml files to beef up starbases some time ago. That is partially why I'm concerned. In my version of the game you can turn Starbases into pretty powerful weapon platforms if you invest enough resources. The AI used to do this, but has stopped for some unknown reason (started with 1.4).

7 Replies 19,724 Views

in 1.41 with IAB mod death furnaces show up as +50% in the tool tip under raw production. I have not installed the opt in yet so cannot confirm your 1.5 findings. Not sure why perks keep breaking with new patches, especially when they often require actual line of text to be changed in the file. So many ideological traits simply don't work at all (watchful/vigilant 5 under pragmatic and Neutral/negotiator 1 are a few). </

8 Replies 6,643 Views