lyssailcor

lyssailcor

Joined Member # 926429
83 Posts 704 Replies 966 Reputation

[quote who="drakkos137" reply="3" id="3586778"] I hate the pirates, as implemented, and disable them. An enemy in deep space that requires no supplies, water, oxygen? [/quote] That's the reason they go raiding ships and planets ... and should actually do so.

18 Replies 76,630 Views

[quote who="AlLanMandragoran" reply="2" id="3586764"] Perhaps it just me but I get seriously annoyed when these slow-moving pirates destroy my colony ships, simply because the UI does not tell me the colony ships are in danger. This leads me to the following logical solutions, which reinforce the annoyance factor: Moving all colony ships manually (major pain the larger the map) Reviewi

18 Replies 76,630 Views

At the moment pirates are nothing more than an annoyance for the first fifty turns or so when you have the bad luck to encounter them that early: - Their ships never move more than 2 tiles per round (as far as I remember my games, although I have to say I didn't play a lot of them yet because my games normally last many, many hours each). - They never have a lot of ships. - Their ships are always weak (them seem to get a little better when time passes, but not much

18 Replies 76,630 Views

[quote who="Tetrasodium" reply="2" id="3586736"] (that is, of a civilization you are at war with) or pirates,, annoying to jump several spaces and wind up nose to nose (or worse, behind) with a pirate fleet [/quote] Oops, of course, I forgot about pirates ... what brings me to another point (see separate post) ;)

4 Replies 18,690 Views

A small request about an annoying little thing: When you move your ships and fleets not by one tile per click, then it can happen you fly right past an enemy fleet and you miss the chance to attack it or change direction to flee. Isn't it possible you just auto stop movement if an enemy (that is, of a civilization you are at war with) fleet or ship enters sensor range?

4 Replies 18,690 Views

There seems to be a minor, but nevertheless annoying bug with the production wheel: when I set it to 100% research or manufacturing (but not 100% wealth, that remains unchanged), close it and then reopen it again it is set to 99%. If I repeat closing and opening it, it goes down to 98% and so on ...

1 Replies 1,878 Views

[quote who="naselus" reply="94" id="3584098"] 3. They're built immediately. This is a bad thing, which I actually wish WAS in the xml so we could change it, as it means that AI wastes time opening up extra tiles when it hasn't used up the ones it already has, at a point when it has the worst industry that world will ever have. [/quote] Oh my ... that should be so easy to change. The simplest fix would be to only apply planetary improvements which increase tile count

106 Replies 461,944 Views

[quote who="naselus" reply="91" id="3584070"] Quoting lyssailcor, reply 89 Ok, thanks for the advice [e digicons];)[/e] But to return to topic: How does the Ai decide what to build on a planet? What XMLs determine that? I have also seen AI planets two thirds filled with influence buildings ... <

106 Replies 461,944 Views

Ok, thanks for the advice ;-) But to return to topic: How does the Ai decide what to build on a planet? What XMLs determine that? I have also seen AI planets two thirds filled with influence buildings ... And: why doesn't the AI use the wheel (that's a question more directed to the developers than the community)?

106 Replies 461,944 Views

[quote who="Petri Kokko" reply="86" id="3583982"] Techs shouldn't take tens of turns... Specialize with the planetary wheel some of your worlds into research planets and build up their population as well as make multiple research buildings, preferably in hub-like formations. You can get tons of research with dedicated planets. [/quote] Yes, now I know that using the wheel to specialize makes a big difference. But: early in the game with two or three planets (or e

106 Replies 461,944 Views

Hm, what settings are you all playing at? I just play my third game and hasn't made a science of finding out how the AI works so I surely still make a lot of mistakes (or, rather, don't use my means effectively; until I read this thread I never used the production wheel at all). My second game was like that: insane map, tight clusters, nearly everthing set to rare, slowest tech and game pacing, played as the Yor with all other seven major races as opponents. I found myself in

106 Replies 461,944 Views

Are there any plans to enhance modding capabilities by not only giving us some XML files to modify but to expose an interface to us that allows us to call functions and write scripts like e. g. in Space Empires V? Then a very simple scouting script could look like that (pseudo code): For each scout without current target { Determine nearest unexplored star Make sure no other scout goes there Send scout }

10 Replies 7,520 Views

One possibility to reduce micrmanagement would be to give players a notification (but not only in the list of recent events on the right) when a scout or survey ship discovers something (anomaly, relic, resource, AI planet, uninhabited planet, ship of enemy AI). Right now I never let them explore automatically because I would have to scan the entire map every turn to see whether they have discovered something important. Edit: huh? Don't know why this post appears twice, under Gene

0 Replies 1,788 Views

I just began my first immense map game, and now some time into it wherever I go the various relics are all worked by AI starbases, even when they are very far away from their territory. Somewhere I read the AI has no fog of war and sees all from the start, so I assume it sends out constructors to all those relics from the start. That is very dissatisfying. Stardock, is there no possibility to take that ability away from the AI? Why should they ever build scouts if they are omnicient?<

10 Replies 7,520 Views

[quote quoting="post"] 0.4 0.4 1 This determines how many defenders the AI will station around starbases, shipyards and planets. It can more or less be left alone. [/quote] Can you elaborate on that? Is that also some kind of weight spe

22 Replies 24,158 Views

[quote who="Larsenex" reply="3" id="3582526"] Thanks, is there a specific language you are supposed to use in XML? Is there a way to add more 'hooks' that the ai checks? [/quote] As a hint, look in the xsd File referred at the top of the xml: Schema/AIStrategyDefs.xsd There is defined what is allowed in the xml and what structure it must have. There are some includes at the top which contain definitions that are also used elsewhere, for a complete reference t

22 Replies 24,158 Views

[quote who="Greg__B" reply="2" id="3581735"] Can you trade for just 2 or 3 techs for 3-5 durantium, or does it only work with lots of techs selected? [/quote] My game is over and I haven't kept an old savegame. In the last ones I have there are no techs left to trade for, so I have to wait until my next game progresses enough to test that.

3 Replies 3,423 Views

[quote who="Petri Kokko" reply="41" id="3581413"] possibility to do something with class 0 planets (mine them, make them habitable with a lot of work, make it possible to explore them to find treasures of all kind, whatever). Sorry to disagree here [e digicons]:)[/e] but please don't. Really. I want the ability to "sterilize" the galaxy by destroying a colony so that it stays dead. [/quote] That doesn

68 Replies 339,499 Views

[quote who="Petri Kokko" reply="7" id="3581407"] Or, alternatively maybe there should be build queue in the starbase, too, allowing you to fill it with modules (including those you haven't researched yet!) and the interpretation would then be that if there is an item in the build queue that can be built the arriving constructor automatically builds that but if the queue is empty it asks you? [/quote] That would be really nice ;)

8 Replies 8,474 Views

In my current game I managed to build two Singularity Power Plants (see external link). When I rmember correctly I was able to build the second one while the first one wasn't finished yet (it still appeared in the list of buildable structures). Only when one Plant was ready one one planet it was removed from the buildable structures list of all planets.

0 Replies 1,251 Views

[quote who="Petri Kokko" reply="5" id="3581376"] You could keep it simple to implement and still have the choice of constructors by turning the request-functionality around: Instead of a starbase requesting a constructor you'd have a shipyard sending constructors. Could work like this: Insert into a shipyard build queue as many constructors of whatever type you wish and check the new choice "send to starbases". When a ship finishes the shipyard automatically sends it to th

8 Replies 8,474 Views

There seems to be a major problem in how the AI values resources when it comes to trading. My current game nears it's end and I mine hundreds of durantium every turn. I can now go the the trade screen and trade every tech the AI possesses for a handful (3 and 5, I only tried it twice since it feels so like cheating) of durantium ...

3 Replies 3,423 Views

Haven't ever used "request constructor" because of this problem. The ideal solution would be to show a list of all active designs so one can choose one of those manually. Usually I have multiple constructor versions (cheap, max module number, max speed) and it depends on the situation which constructor design fits best. So a logic like "take last built constructor" (at which shipyard would be the question anyway) or "take newest design of a manually set up upgrade chain" would sti

8 Replies 8,474 Views