Syntax_VI

Syntax_VI

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

I'm in a 300 ish turn game now, and have just finished running into the last 3 godlike AI's. I setup 6 in my game, plus 10+ Incredible, and the rest gifted (former minor races). Only 1 of the godlikes is even with me in score, the rest are behind by a factor of 3-6. The incredibles, are well behind, with the very best being 4x behind my score. The gifted AI's hardly register on the score board, 15-50x below my score. It used to be that

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Treaties seem pretty easy to get now. I can offer an Alliance to someone who is Furious with me and they will accept it. Not sure if it is a two treaty like the others are? Non aggression pacts are also almost 100% likely to succeed (again i'm not sure if this one is two sided either). The only time the AI doesn't want to accept my treaties is usually if I'm at war. Mind you my score is quite a bit higher than any of the dozen+ empires i'm in contact with so that may be influe

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interesting RE Iconia, I'll keep an eye on it i guess, though I hardly ever play with the stock races anymore (so no Yor). One potential bug I just noticed is to do with starbase carrier modules. They used to give 5 interceptor drones, then the Assault upgrade did *something* though I couldn't figure out what. In any case I just installed them on various starbases (waited the turn for completion) and decided to see what the

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Hmm, I just assumed that when you made all the defense equal the same mass that you were adjusting defensive values accordingly, or did I miss something? Seems like the same defense values are there, but just the mass has been reduced. Wouldn't this make Point defense the most effective, shields next, and armor pretty bad now? (seeing as how armor defense values stayed the same/as did defense, whereas PD and Shields just got substantially lighter) Or does everything mathematically b

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My bad, I have only played the game with naselus' mod, and was under the impression that the bug existed in the base game as well. My bad, mods can delete this if they want :D

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Odd bit of behavior I observed after checking my first game with your mod, and just running a soak with your latest version: The Yor and their home planet Iconia, I have observed that the AI *does* terraform this planet, but in both version (1.2xx and now 1.34) the AI doesn't actually build anything on the new tiles. Leaving Iconia mostly empty. If anyone else has a game that has gone late, can turn on god mode (console + type the word 'god') can you check t

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I think SD is underestimating how much players would love to be able to properly customize their game. Fighters you should be able to *at least* be able to choose a ship style (ie one of the custom designs from steam workshop). Further, we should be able to determine what *style* ships a faction (even when controlled by the AI) uses *including* custom ships. I get that we can choose the stock ships, but we need more options in this department. I&#

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Protien re sequencing (also in the drengin tech) doesn't seem to do anything either (references unlocking a protein sequencing farm but none are made available).

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Great to see the next set of changes, will try to start a new game soon (previous is too much fun for now), though I'm still not too sure about defenses. On that note do you have any control over how defenses work? IE Shields have no effect on Kinenitcs or Missles and so on. Would be nice if they were at least partially effective rather than useless. Also, working after your previous version the Drengin tech Homage unlocks the 'Temple of S

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Another balance thought I had was the doubling factor of weapons / defense. Each tech does double the throughput of the component, making situations where a ship with 1 tech higher vastly outguns and is mostly invulnerable to a ship with 1 less level in overall technology. The lesser tech ship is 4 times less effective at 2 tech levels of difference, making fights with out teched units a complete roll over. Perhaps each tech level shouldn't always double a component

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[quote who="a0152570" reply="500" id="3592619"] Quoting naselus, reply 499 but as you tweak engines it may further throw out the balance with tiny fighters stationed on carriers. The fact that they don't inherently need engines makes them pretty effective for their size (allowing all space to be weapons and defense).</

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Just a thought, but as you tweak engines it may further throw out the balance with tiny fighters stationed on carriers. The fact that they don't inherently need engines makes them pretty effective for their size (allowing all space to be weapons and defense).

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Yeah, the game is incredibly challenging for quite some time (I play on the slowest setting so the challenging time is longer). I've started a new game where I'm playing house rules without any terraforming past the 3rd project (the furthest I've seen available to the AI, though I don't think they even use that). I play on incredible as well. The later terraforming projects are a pretty nuts anyhow, class 60 worlds are somewhat common. Unlikely the AI wi

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My last two threads on this have mysteriously disappeared, not sure why. But in Galciv3 I've noticed a build queue bug which only occurs after I've researched and upgraded into the Colony Mayor upgrade. After I've done that I can no longer cancel any of the N/A projects, like Economic Stimulus, or Birthing subsidies. I can easily swithch to one of the other build projects, but not cancel any of them. It does not prevent me from building other items, however,

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Naselus, do you have any control how the AI views military power? It's such a big deal in diplomacy, and I really don't understand how the AI determines I am ripe for conquest. Late game its not such an issue, but I always find that even if I'm the toughest kid on the block the AI thinks i'm weakest. They must be calculating something in their score that doesn't make sense. I read in another thread that they counted shipyards towards their military p

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I'm also of the mind that 20/moves a turn is probably too high, hoping that it will be at the very end and still with a relatively engine focused ship for it to be attainable.

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[quote who="naselus" reply="481" id="3592228"] Quoting Syntax_VI, reply 479 sounds good to me, only concern would be 3 - if the AI can make use of this feature or not. Any thoughts on mid-late game star bases? I'd rather have SBs as something to be defend

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RE - Terraforming - Turn 400+ of a game and I still cant discern if the AI is terraforming it's planets. I can see about half the galaxy, and have eyes on 2 of the 4 most advanced empires other than my own. Neither of those two have done any discernible amount of terraforming whatsoever. I have about a dozen class 50+ planets, and the bulk are class 40 ish with the AI still rocking class 7-20 planets. I don't remember this being a problem in earlier versions, bu

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sounds good to me, only concern would be 3 - if the AI can make use of this feature or not. Any thoughts on mid-late game star bases? Unless I'm missing something I can max them out at around 100 attack / Defense in all categories, roughly comparable to a MID game large or huge starship. 1 on 1 the starbase would probably win, but anything more than that and it's toast. Of course my late game starships don't even break a sweat destroying a late game starbase

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[quote who="naselus" reply="316" id="3584296"] engines [/quote][quote who="naselus" reply="316" id="3584296"] Updated to 1.2.3 for 1.2.1: 1.2.3 changelog: * Halved all mass reduction bonuses from tech. * Universal Soil Adaptation now works on any tile, is one per colony, can be built again * Dominant Strategy AI tech weights made much heavier. * Life support maintenance swi

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Yeah - End game propulsion techs allow for Huge carriers to move 40 spaces, Large carriers to move 31 and Huge battleships to move 34 spaces, default terran blueprints.

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Also, I'm in mid to late game, and was just having a glance at the default blueprints for the Terrans, and saw a Huge carrier with 31 moves, and a Large carrier with 23 moves. I'm only about to research Hyperwarp Mastery (so still a few techs away from the end). I know you mentioned that you wanted capital / warships to be hard pressed to be faster than 15 moves per turn (which I 100% support!!). At least, I'm pretty sure I read that. 31 moves makes conventional border per

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Hmm, weird. I'll see if I can get the AI to attack a starbase with a carrier module and see what happens, perhaps its because I gifted it to them. RE the defenses being homogenized in size, i get that they kind of are already (at least in weight to ratio), but pretty please don't make them all the same mass :) I just realized, I've been playing all these custom factions and making blueprints for the AI to use when they use the faction, and I'm guessing t

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Quick question in regards to starbase carrier modules. I got one, then upgraded it once to asault (on the starbase). I then gifted it to the AI and attacked it as I wanted to see how powerful it was and there were no fighters in the battle. Bug, or did I screw it up by gifting the base to the AI? Do I have to manually build the fighters and send them to the starbase?

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