[quote who="Mithrid" reply="102" id="3695160"] Quoting lyssailcor, reply 25 You do not have to fight for resources, you can just buy them from other civs. Has the AI been fixed so that trading is a viable option? Last I checked, the AI still offers ridiculous ratios for goods, and there is no "what will y
lyssailcor
[quote who="laws2150" reply="24" id="3695120"] Quoting lyssailcor, reply 23 ... I brought the AI to building also advanced farms by turn 275 ... Turn 275 sounds perfect for farm improvements for a Gifted AI. I updated the file to v02. Thanks! What controls cities
I made some more tests, and with that AI Governors (those for the homeworld I left untouched) I brought the AI to building also advanced farms by turn 275: AIManufacturing AIManufacturing_Name AIManufacturing_Dec GC3_Governor_Manufacturin
[quote who="zuPloed" reply="20" id="3695101"] Quoting lyssailcor, reply 17 One problem remains though: the AI builds quite a lot of simple farms now, but even 250 turns into the game no advanced ones. Did the AI research the tech? Did it have Monsatium? If either of these is a no, it is not surprising it
[quote who="laws2150" reply="18" id="3695093"] Quoting lyssailcor, reply 17 One problem remains though: the AI builds quite a lot of simple farms now, but even 250 turns into the game no advanced ones. Is that different for one of you? Since the GovernorDefs file uses PlacementTypes.xsd for th
I experimented yesterday several hours and came to the same solution as Franky999. One problem remains though: the AI builds quite a lot of simple farms now, but even 250 turns into the game no advanced ones. Is that different for one of you? WIthout changing anything specifically for population the AI also builds quite some cities. As to how the build lists in GovernorDefs.xml work, I don't know exactly. It seems the AI goes through that list from the beginning whenever there
Look into GovernorDefs.xml. There the AI build lists are defined. Putting more farms in those lists may help, but I didn't test that yet.
[quote who="tungchiawah" reply="81" id="3694735"] This is just a guess, but I think that the reason that the AI sometimes does not build Farms and Cities may be related to the AI difficulty. For example, playing on Godlike, the AI has huge production bonuses, so it doesn't even bother with the Farms and Cities because it doesn't need them. I could be wrong though. [/quote] Maybe. I play allways on gifted everyone, there the AI bonuses shouldn't be that high though.</
You buy a book of a series because you like what the author has written until now. You have some expectations because you enjoyed the books very much so far. You are disappointed by the new book. So you yell "I want the next book of the series at a discount because you didn't deliver what I expected!" Will that happen? Ok, that is not entirely fair and not entirely comparable, but still ...
[quote who="zuPloed" reply="79" id="3694682"] Quoting Frogboy, reply 77 No mods. Default settings. Normal AI. So yes, the AI builds farms. opt-in v2.61,, normal AI, default settings, no mods : <a href="
I haven't looked in the xml files but would assume no.
[quote who="Frogboy" reply="60" id="3694571"] Except, they’re wrong and if they want the AI to build more farms they can modify the data themselves. Theyre not owed further updates. We continue to do updates because we wa t to support the community but if all we get in return are negative reviews and criticism we will just work on something else. If they want us to do free work for them, they should adopt a better attitude. [/quote] I h
I would happily pay for more DLCs and expansions if there would be new ones which contribute to a richer gameplay. Unfortunately the recent mech part DLC doesn't fall into that category so I can't give you my money for that to further develop GCIII :( But there are so many ideas on that forum that it would be enough stuff for 10 more gameplay DLCs or so. On the other hand I cannot predict how many players would buy something like a ground invasion DLC (just an example to name one) so
I think I found the problem: it was the comments with the original values behind each of my changes. I removed those and started a new game, and now (having only researched Hyperdrive Plus) it seems to work as expected. Stardock sure doesn't seem to use a standard library for reading the xml files ;)
[quote who="zuPloed" reply="7" id="3694442"] Do you have any other mods in the directory? you could try to remove those and only test with a modified ShipComponentDefs.xml (unless you allready have). I don't know how this modifier relates to mass reduction techs. Not sure what else to suggest here. [/quote] I have only the modded ShipComponentDefs.xml in the mod directory and I started a new game,currently at turn 48, no mass reduction techs researched
[quote who="zuPloed" reply="5" id="3694435"] Quoting lyssailcor, reply 3 Did you mod your game as I did or do you speak of the vanilla drive parameters? Both. I tried vanilla, par1=-5: par2 = 0.3/0.4, and par1 = 0; par2 = 0.3/0.4 All gave the expected results. [/quote] H
[quote who="Old-Spider" reply="1" id="3694406"] Edit: I will never understand how inserting images works on this forum I don't see the images in my post, but they appear when you click on it (at least for me). Your links end in "dl=0". Change it to "dl=1" to get the images to appear. Someone had to tell me this a few years ago, so now it's my turn to pass it on. [/quote] Thanks a lot, t
[quote who="zuPloed" reply="2" id="3694418"] Hmm, I couldn't reproduce your problem. Checking via ship designer from both main menu and from freshly started game with drengin, I get the expected values for the drive mass according to the formula: ValueParam1 + ValueParam2*MassCap with tiny and cargo hulls and the hyperdrive in a freshly started game and with all hull sizes and both drives in the ship designer started from the menu. [/quote] Did you mod
I just modded the drive mass in my game like that: HyperDrive HyperDrive_Name HyperDrive_Dec Hyperdrive_01 Engines In
Another suggestion: in my current 2.6 game I again must confess that it's only viable to build the biggest ships all the time. The reason for that is (for me at least) mainly that I can put more engines on big ships and make them so the fastest available. If I would choose to put some smaller ships in the same fleet as big ships that would mean to slow the fleet down considerably what isn't what I want. So to solve the problem that smaller hulls become meaningless as the game progress
It's not exactly a bug: When you train an administrator in the first place you really get 4 admin points and the admin is placed in the Administration slot of the Govern -> Economy screen. That gives you one more admin, so you get 5 admin points altogether. You can put a leader in the Adminstration slot which would give you also one admin point. So when you promote an admin you get another 4 admin points, but since the admin himself is retired it is removed from the Administration
Does the Pilgrim project work? In my current 2.6 game I initated the project several times, but when I compare influence on a planet before and after the message that "every planet gains 100 influence" (or something like that) I see no change ... Edit: perhaps that's the same problem why flat mercenary influence bonuses are not working? I looked up the XML (MissionRewardDefs.xml), looks ok to me, so must be a problem with the code.
Hm, I just found a Farmer assigned to a invaded Krynn planet without any farm on it ...
[quote who="zuPloed" reply="32" id="3694296"] @lyssailcor Large, the suggested one for 8 players. I was wondering if it was about how far one is into the game, maybe AI only starts building past turn 150 or something like that. the AI should start building these as soon as it has the tech in my opinion, turn 50 is enough for that. [/quote] My 2.6 game is in turn 290 right now. I checked a couple of planets of all caebon-based civs that I can see via espionage
[quote who="zuPloed" reply="30" id="3694294"] Quoting starhunter83, reply 29 Well, then! I am happy to report that the AI is at least building farms and the megalopolis, and I would expect it is also building cities as well. This makes me very happy. can you describe the circumstances under which you saw