Syntax_VI

Syntax_VI

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

I don't think the AI takes advantage of terraforming properly. In your mod it's pretty critical, and as near as I can tell 300+ turns into a game and none of the AI powers are really doing it, or if they are they are doing it on a much smaller scale than I am. Most of my planets are class 25-40 and the AI's are still 5-20. I don't think its a matter of research, just queing the project.

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fair warning that godlike is pretty ridiculous :) The level below that (i think its incredible) generally feels about even for where I'm at. OFC all of this depends on start locations etc. I usually set multiple difficulties in game, so several incredible, many gifted, some genius, and maybe one or two godlike if I'm feeling adventurous. @naselus - you've made all defense components weigh the same, and I'm assuming the same defense? Personally I'd pr

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I submitted a ticket. Pretty sure the trade panel simply can't keep up with the large empires that are possible on Insane maps and thus the whole panel goes black, whilst occasionally coming back every once and a while.

8 Replies 13,500 Views

@jju57 - research picks up pretty fast once you get a big empire. If you are playing on insane normal difficulty 30 + planets is solid. If you are playing on incredible or above 50+ planets and you will still be on your heels. In any case, mid/late game research is pretty fast, but very slow at the beginning (i play with research on very slow). On incredible I can usually match the AI's score somewhat, but not their military power, have to win with better tactics an

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wow JP193, good work. So if i'm reading this correctly I open up the custom faction file and add the [[CHOSEN PROFILE HERE]]Music line I get their music? Are the music files names simple, ie Drengin for Dregin, so if I wanted to add the Drengin Music to a downloaded Klingon race pack I'd paste this line (somewhere?) into the factiondefs.xml DrenginMusic</FactionMusicD

12 Replies 89,036 Views

The auto tech up for carrier modules is what does it then, and makes them super potent in the hands of the AI. The AI builds tonnes of ships, and rarely has the cash to upgrade them. I wonder why stardock chose that system, it really doesn't make sense. They should have to upgrade just like the rest of the components. Carriers are the most potent weapon in the AI's arsenal, and if used correctly are probably in the Human players as well. A

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Hmm, I'm not sure if it just because the AI is teching weirdly or if it is just how carriers work, but I notice that the AI's fighters have more offense / defense than many of the medium and large ships he's sending at me. I guess it may not be weird (although I argue it is) that a fighter would have more offense/defense than the carrier it is stationed on, but more offense /defense than it's large hulled battleships? Currently the AI's fighters have 40 Beam Attack 27 shie

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Frogboy, thank you for comment. That is great to hear. But I wonder, what about matching ships to custom downloadable races? As far as immersion goes, this is pretty huge. Even if you could go in game and match each ship size style with a ship in your folder that would be a huge help. Downloading a custom themed race, and then downloading all the beautiful ships that can go with it is fantastic. But it just wrecks it when you realize that the AI really wont use th

20 Replies 47,812 Views

Yeah, I'm not a big fan of carriers either. Not sure what the logistics cost is, but it should be reflective of the extra firepower they can bring to the table. Im pretty sure the AI and I were pretty even in logistics, but I'd have to be at my PC to check.

735 Replies 1,236,796 Views

Some thoughts - I'm running the version previous to your latest release. Carriers do feel pretty tough. I (with drengin tech) was handling an AI with Terran tech with casualty rates of about 2.5-1 in my favour. Once the carrier fleets showed up, the AI was mopping the floor with me. It's amazing how much firepower you can pack into a carrier fleet. By hook or by crook, my fleets are largely using kinetics, with balanced defenses. You mentioned kinetics were good

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I'd just like to add, that I bought this game because of mods, naselus' mod specifically. I like big maps, and loved the idea of GC3's Insane maps, but read the early reviews about the AI, and decided to just keep an eye on things. Once naselus put his mod out and showed progress I took the plunge. In any event I guess I'm not a typical customer as far as the dev team is concerned, as my priorities for picking up this game were: 1: Good AI <

20 Replies 47,812 Views

Hi Naselus, want to thank you again for this Mod. Though I've never played the base game, I'm thoroughly enjoying your interpretation of it! Just wanted to bring up the Hyperion Shrinker (and the other Military installation that increases HP). This is the 2nd game in a row where I've built one (or both) and seen no effect once built. I seem to remember you saying that you made them Empire wide, but I'm not seeing any increase in hull capacity or HP once

735 Replies 1,236,796 Views

Just noticed the Drengin tech tree Arena (2nd level happiness building) technology fails to load a picture when built (just a black hex). Not sure if its linked to a pic, or just something that will clear itself up when I restart the game. RE the missing overlord / pirate crash. I started a new game to test drengin tech, if the game spawns the mega pirate event (and we assume I download your latest update with the fix) will the game still hang, or will it be ok?</

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I was running pretty solid, but just had a save game than finally went on me at around turn 500 (I think). I checked the debug.err file and I see this message repeated thousands of times (I finally had to ctrl'alt-delete the game as it was frozen for a very long time). I reloaded the autosave from the previous turn, hit end turn, and had the same freeze. Debug Message: WARNING: SpawnStarterShipsCallback couldn't find a ship design of blueprint TutorialFrig

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Playing with the Altarian tech tree I unlocked something called the Dark Energy Lab (+6 to manu + 6 to research). Sounded sexy, but couldn't find the building in my build list. I'm glad you've rejigged how the AI sees military power. I hate to say it, but I think the idea of exchanging credits for ship upgrades is an idea that the AI just won't be able to handle, and it's enormous military score (by having hundreds of obsolete ships which could not e

735 Replies 1,236,796 Views

I'm not seeming to get much results from the Hyperion Shipyard (built it with 6 adjacency bonus) and noticed no increased HP in either ships built in a shipyard attached to the system, or anywhere else - Not even the 20% it sais in the description. Hyperion shrinker adjacency bonus also doesn't seem to do anything either - cant be sure If I saw an increase in capacity either, can anyone confirm?

735 Replies 1,236,796 Views

Altarian tech tree, entertainment centers seem wholly separate from the next level up (heating pools). The former cannot upgrade to the latter, not sure if it is a bug?

735 Replies 1,236,796 Views

Altarian Environmental Optimization has the bugged desc text descriptions, so did one of the early Drengin farming upgrade texts (I abandoned the game after not being able to build farms).

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No, I didn't start the game being able to build any particular farm structure. I just assumed that the Drengin had to unlock it, like the entertainment buildings. Imperialism (the first starting tech in the branch) allows for market centers, work camp and research chamber. Xeno exploitation continues on and upgrades research and factories - so a Dead end. Planetary Exploitation allows for the colony hospital and soil upgrades, then onto Planetary Specialization (cho

735 Replies 1,236,796 Views

Hi Naselus, Playing with drengin tech, I just researched agricultural adaptation, and unlocked adaptive farms - However I can not build them on my planets (don't show up in my build list at all). Bug? Or is there something I'm missing? I used to console command to unlock intensive farming (2 levels up) to see if the next level of farm unlocked and it didn't either. Really enjoying this particular game, so if you can point me in any way

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[quote who="naselus" reply="364" id="3588102"] Also, think I found how to fix the colony capital upgrades borking things. Will test and report back. [/quote] Wow, was hoping that would be fixed with the official 1.3, as others reported it as part of the base game. A fix would be much appreciated! Thanks for letting me know about the Drengin, didn't realize their morale buildings were so good, but I've been following a similar str

735 Replies 1,236,796 Views

text file Passover would be much appreciated :) I noticed a few of the techs I researched didn't do what they said they would, and chalked it up to SD bugs, but now I realize that they likely did something else all together. Since I've never played the base game I feel pretty lost when things don't do what they say they will (prolific and colonizer almost had me uninstall the game thinking I had a buggy 1.3 update). I reread most of the thread, but still haven't seen t

735 Replies 1,236,796 Views

I just picked up the game, though I've been loosely following the forums for a while. I decided not to pick it up until the big maps were considered workable. In fact it was naselus' mod that finally made me pull the trigger, as it promised to make the big maps functional. I'm surprised that so many people only play small maps.

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