[quote who="charon2112" reply="48" id="3663964"] Is version 2.0 the same as Crusades? [/quote] No, 2.0 is a free update, Crusade will surely take some time still ...
lyssailcor
Ok, I see, thanks, will check that out. Edit: ok, I checked, it's like you both said. Thanks again :)
I know about the bonuses but I have the impression that the tech advance is bigger than before 1.9 ... I normally play with anomalies on uncommon so there are not so many to exploit. Apart from that I follow the usual tactics (switching to expensive techs just before exploring a Capsule or Artifact). Only the techwise planet specialization I do neglect a bit most of the time ;)
As far as I know techs on the right side (the AI side) of the trading screen are always listed with the name of the equivalent tech of the player, not with the name they are called in the respective AI tech tree.
In PlanetaryProjectDefs.xml per project there are line like that: 10 1 What does that mean exactly? I would suspect that means that principally one gets the bonus defined in the project for every 10 manufacturing points, but since BonusMax = 1 every manufacturing point over 10 doesn't have an effect. That seems to be what I observed
I usually play with all AIs as Gifted and I observe the same thing: playing only on insane maps with 10 other major factions I meet the first AI around turn 100-150 and they have always a loooong list of techs to trade while I have only a handful ...
[quote who="CrankyMoe" reply="29" id="3663712"] ... One thing I wish is that when an AI comes up with a trade offer or request that I get a chance to review my state of affairs before having to commit to a decision. ... I can't keep the whole tech tree in my head, so it's often hard to know if a proposed tech trade will be good for me. ... [/quote] Referring to tech trading: especially for specializations I have a problem that most of the time I don'
When I edit MapSetupDefs.xml I can raise nebula frequency by doing something like this (e. g. for abundant): 1.0 (bigger values seem to have no effect). I then get a map with a lot of very small nebula, but I'd rather like a map with fewer, but bigger nebulae. Is that somehow possible? This question was posed 1,5 years backs already (see https://forums.galciv3.com/465754 ), but there was no
Hi Developers, in AnomalyDefs.xml encounters are described like that: 0.75 OnCollideAtAnomaly Fleet <br
Thanks :)
Looking forward to administrators and endgame changes :) But: Currently when not at war we can do nothing but build ships and constructors at our shipyards (and that's very tedious ...). Since building lots and lots of war ships eventually has to stop because of maintenance costs we *must* build constructors to enhance existing and build new starbases. So when that is not possible anymore, what can we do instead (since we cannot just let our shipyards unoccupied; perhaps that has
Ah, I see, thanks a lot :) Edit: hm, when I modify a DLC xml, how do I incorporate that in my own mod? Does it suffice to copy the modified file to the \Game directory?
Does anybody know where "PrecursorAnomalyDrone" is defined? I find it only in EncounterDefs.xml. For pirate encounters on anomalies there is also used "PirateAttacker", but other than "PrecursorAnomalyDrone" I can find "PirateAttacker" in ShipDefs.xml. What I try to achieve is bring more variety to those encounters, but for that I have to understand the mechanics ...
[quote who="Horemvore" reply="6" id="3662896"] AI will not or can not create fleets of more than One transport, they also can not or will not use the population slider for transports or colony ships. The value for this(its one value for all so changing it effects colony ships too, which can nerf the AI Planets early on) is located in GC3GlobalDefs.xml. These 2 things in themselves nerf the AI so badly when it comes to Invasions. TBH it has shocked me this has
[quote who="pendrokar" reply="7" id="3662913"] Yeah, I've felt that it is too easy to invade too. I was too late to spot an invasion fleet so I quickly Increased the resistance and planetary defense of my planet. But even with 8 billion population, 75% of which were willing to fight(Resistance%) and some 15% in planetary defence it was not enough to stop 2.5 in Conventional Warfare, who didn't even have high Soldiering. [/quote] That's exactly what my mod remedie
It would be nice to have a tooltip on the planet name(s) under "in area of effect" with the planetary specs in the starbase upgrade screen so that in case of economic starbases you can see what modules are worth building. The tooltip could be the same as in the shipyard management screen when you hover the mouse over the primary sponsor planet name.
Hm, in AIStarbaseGovernorDefs.xml I see only what modules the AI governors will put on their starbases (no mixed starbases as it seems, and no influence as zuPloed mentioned), but not the layout of AI starbases ...
[quote who="mortili" reply="4" id="3662838"] Quoting lyssailcor, reply 3 One thing to note that I experienced while testing: I never saw an AI fleet with another payload than 2.5 pop. With my little mod that is usually not enough with conventional warfare. Although I see the AI try to invade several times in short interval
I added modules, but also increased hit points and all defenses. Nothing of that visible on AI starbases ... I will have a look at AIStarbaseGovernorDefs.xml, thanks.
One thing to note that I experienced while testing: I never saw an AI fleet with another payload than 2.5 pop. With my little mod that is usually not enough with conventional warfare. Although I see the AI try to invade several times in short intervals, they don't seem to be able to create fleets with more soldiers. If that is really the case then the AI is at a clear disadvantage with my mod.
[quote who="Frogboy" reply="1" id="3662832"] This is super cool. I"ll try it out. [/quote] You are very welcome :) I'm open for feedback.
Hi everybody, since I (and a lot of others) am very unhappy with the current invasion mechanics I used my christmas vacation to play around a bit with InvasionStyleDefs.xml and fiddled with the numbers so that invasion is not so easy anymore (tested with conventional and information warfare; but the rest should go in the same direction). I don't want to bother with creating an account on Nexus or something like that, so here is just the changed content of said file for eve
I modified StarbaseDefs.xml, but that seems to affect only player stabases not those the AI builds. How do I modify those?
Ah, ok, so since I'm putting together my own little mod I can fix it for myself at least ;)
Hm, ok, thanks. So there is no possibility to put the same weapon on a starbase several times? Perhaps by repeating the BeamAttack, MissileAttack and KineticAttack sections in StarbaseDefs.xml?