Syntax_VI
I feel your pain and agree 100%. If not for naselus mod I'd be sitting around twiddling my thumbs or playing another game, as (in the current state) the game is going to take a long time to get polished. Even the workshop support is pretty weak right now. I got thousands of ships, but nothing to but play in a one man role play game. Nobody else to play with as it is too complex to get the AI to play along as the downloaded faction and actually use the appropriate sh
I'll follow this eagerly as the old guide I think is a bit outdated. I've been mucking around the files and keep getting daunted by the task. I keep hoping stardock will patch this sort of thing into the interface as it currently seems needlessly complex. The idea that we cant simply assign shipstyles to a faction is pretty odd :( One of the things I can't figure is if I can assign a shipstyle to a steam downloaded custom race (not of my creation, obviously)
great, looking forward to it immensely :) any word on the drengin tech not having access to Port of Call's and the dead end Protein Re sequencing (doesn't unlock any building or add anything at all as far as I can tell)?
Which does bring up a point @ naselus. I seem to remember you did a patch that optimized ship blueprints prior to you re-balancing the weapons/defenses weight ratios. I think that may be holding the AI back somewhat. I've noticed a tendency of the AI to stack engines, so huge ships with 30+ moves in the late game, but still relatively low values of defense / attack in comparison (before bonuses ofc). These ships tend to
[quote who="mrazek666" reply="569" id="3597290"] Hi Syntax, Thank you for your response and help - I will surely look into it! Do you happen to know if this helps with AI ships (are they any better?). If not then I guess they are at least more numerous. Anyway, I will do as you suggested and tweak few things on my own. P.S. Probably a stupid and boring question but - any news about ve
[quote who="mrazek666" reply="567" id="3597272"] Hi guys, I have just created an account on Stardock just to share my opinions with you about this mod. It really is great, I like pretty much everything about it, apart of...it is too easy! I always play at Godlike difficulty and it seems AI cannot handle ...well anything really. AI is building terraforming/buildings on their planets w
did you park it in the shipyard and then relaunch it? I thought I tried that once and it may have worked.
I had a look at some of the AI files and saw they followed a script RE for how many turns to emphasize colonization, I'm assuming they work, and that you had a hand in them as they roughly track with my own experience. Based on experience I think this phase is a little too short for insane sized maps, and isn't re initializing at all (or soon enough). Most AI's seem to only do it the first run up, and then stop colonizing for the rest of the meaningful life of the game (up to 300-
I can't understand this behavior, or why it hasn't been addressed yet :) Often in my games, inevitably all my closest neighbors park their entire fleet in my borders and hover menacingly over key planets and starbases, shadow my ships etc. At first I was impressed, and thought an imminent war declaration was incoming, but I've played the game far too long now to be taken with this behavior.They rarely (if ever) declare war. They just like to sit. It's to
I'm still getting this bug pretty frequently. I only play on Insane sized maps. After a while the sound effects just stop in battles, production screens etc. They work for the first 200 or so turns and become pretty dodgy after that. Even a complete restart of the game only fixes the problem for a little while (sometimes only one battle) and then its back again. Anyone else still getting this? It was reported fixed back in May, but I'm not sure it was fixed for
[quote who="Syntax_VI" reply="556" id="3596355"] Drengin tech tree bug (?) similar to the previous food tech bug: Tourist buildings unlocked appear to be the level 2 and 3 buildings only, without an unlock for the level 1 building (making level 2 and 3 unbuildable). There are two instances of 'Enables tourism' in the tech tree; Tournaments and Slaugtertorioum. I'm assuming one of them was supposed to unlock the level 1 tourism building? This then leads to Galactic Cruise line
Not sure if this would have anything to do with your mod, but the galactic event 'Design Revolution' I chose Malevolant +10 capacity and got no noticeable effect (at least on my small hulls which I'm currently using) - capacity stayed the same.
Drengin tech tree bug (?) similar to the previous food tech bug: Tourist buildings unlocked appear to be the level 2 and 3 buildings only, without an unlock for the level 1 building (making level 2 and 3 unbuildable). There are two instances of 'Enables tourism' in the tech tree; Tournaments and Slaugtertorioum. I'm assuming one of them was supposed to unlock the level 1 tourism building? This then leads to Galactic Cruise lines, and the unbuildable level 2 building.
I dont suppose there is any control over how/when the AI goes to war? Early game wars at best serve to cripple an opponent but no lasting damage can be done at that stage. The aggressor/victor AI also usually cripples itself producing a massive military which will become completely obsolete in short order. I have a feeling you can't do much about it, but it would be nice if the AI knew that early serious commitments to war (and indeed early wars in general) are pretty pointless.</
Also remember, as near as I can tell, the AI doesn't research this tech either. So far I've never seen the AI unlock anything more than the 2nd level of terraform, and most only ever do the first. This is from multiple games 300-500 turns a piece. I would guess the N/A projects bug does *probably* stop the AI from terraforming (and other things probably) but what stops them from researching the tech? it must be frustrating working with the tools as such. so clos
[quote who="naselus" reply="548" id="3596025"] I suspect it might be something to do with the colony capital upgrades. Will revert them to vanilla style. [/quote] I'm kinda thinking the same thing, but didn't want to say anything :D I actually really came to enjoy those upgrades even if they caused the unending project bug. That being said, in all my soaks + game experience I don't really see the AI chasing down any of the te
Hey Naselus, wondering if you've had a chance to play with the 1.4 opt in yet? I've currently modded back in the AI bonuses and have been running numerous soaks and from a basic standpoint (since you can't really control how the AI prosecutes a war) the biggest thing holding your AIs back is terraforming and colony management. The current AI doesn't really seem to redo its colonies enough when it reaches max pop. I'm not sure if it eventually gets ar
I think a host of preprogrammed galactic features could be in order - IE an area of the map defended by some *new* form of space monsters with extra rare resources (not currently in game) a vast nebula with a true jewel of the universe planet in the center a preset ruined cluster that shows evidence of a long ago war between two species with some sort of military boosting properties if controlled. As others have mentioned special kinds of
I agree. plus those early ships are always missing something critical, either no defenses, poor engines, or very weak weapons (they always do have weapons). Also, I know you redid all the blueprints at one point reflecting the current state of the game at the time. However now that defenses are so much more viable (which I love, though I'm not sure about the exact values) the AI seems to focus way more on offense than defense and I cut through their early and mid ga
can one of you run the 'god' cheat and see if the AI terraforms its planets? (at any tech level). I'm curious to see if this has been fixed or not, as the AI previously didn't see to research or develop its planets in that way. I only run with the IAB mod so I won't update until naselus updates his files. thanks :)))
[quote who="jju57" reply="540" id="3595252"] Quoting Syntax_VI, reply 539 I limited myself to 35 planets thereabouts You must play on a smaller map size. 35 planets is nothing on immense as there are literally hundreds of planets. [/quote]
1.4 opt in is up! Can't wait to see how this will work with your mod, but I assume it will be broken for a good while :) One thing I'd request, if at all possible, would be if you could put back the AI bonuses especially at the harder difficulties. If the game is too hard we can easily drop down a level or two, but as it stands there is very little to do to make the game much harder. Last two games I made several hou
Many of the decision trees probably need to be tweaked now that defenses weigh so much less: HP vs Capacity = for almost all ship sizes you get much more bang for your buck with 10% capacity vs 15% hp, as well as flexibility to go offense instead of buffed defenses. Defense size vs Defense Bonus is a null choice now that defenses are 2 mass (.2 reduction in size vs 10-20% increase in effectiveness is a no brainer, there is also an iconian tree dec
cant say that I'd be in favor of lowering social manufacturing either. would it just be to slow manu worlds down?