Valakov Valakov

Minor Races colonize help - Dev?

Minor Races colonize help - Dev?

if you have time, a quick dev answer would be keen

Well, ive tried almost everything i can think of to make the minor races colonize in a normal game, and using the scenerio's as well.

Minor Coloniize =1
Minor Invade=1

both seem to do nothing. (along with the reverse, setting it to 0)

nor does removing or adding the Tech Root Tech line in the race config which appears in each minor race's listing.

nor does giving the minors any of the following tech's in fact via the raceconfig file

hyperdrive, planetary invasion, xeno anything etc

note that giving the minor's planetary invasion at the start of a game will have them create transports immidieatly (which oddly all have 1/1/1 attack - seems like they have a "stock" ship design that takes into account the UP event that forces transports into having at least x amount of weaponry, however i have yet to see them use the ships created!.- is there a colony ship per ship type that i am missing that the minor races would use?

Ive even GIVEN the minor's in game each a colony ship that i created on my homeworld planet, these ships just sit there, never moving, even with open adjacent planets. (again oddly, thier move is always 0/whatever it should be, even though they do not move-possibly the ai putting them on guard, but that doesnt make sense either.)

IF i understand correctly, the AI's for the main races + the dreadlords are acctually based upon the order that they appear in the RaceConfig.xml - would it be possible to change this at this stage of the game? something to the point of "use xx ai" where xx= a number based on the various races, or would this automatically make them "major" races?

The whole idea behind my obsession... er idea is that having the minor races being able to colonize, but not in the UP would be very similar to real world polotics - when it comes to the best equivalant real world organization, the UP can be considered the UN security council, where the minor races would be non-voting (hence thier lack of acctual influence) or "rogue" states. Since the Minor races already start out at a significant disadvantage (1b starting pop, no survey, no innitial colony ship, less starting cash) they would start out colonizing slower then the rest anyhow, as befits thier minor status, but left unchecked, or in a sector without a nearby major race, they could indeed become thorns in the major races sides. Compare this to thier current status as either trading partners or just planet place holders waiting to be invaded, and i believe that the change would open up alot of variety to the game - if even just as a selectable scenerio.

So! in conclusion, what am i missing to enable the minor races' ability to colonize?
42,532 views 27 replies
Reply #26 Top
patience is a virtue. and just by the way things are set up currently, i dont believe with out a lot of rework in the hardcode, much can be done for the minor's anyhow.


/me points out Dark Avatar.

Code work is being done anyway, and changing the AI to allow optional colonisation might just work. I'll ask Cari.

EDIT: It could be done, but it's Brad's decision. Email [email protected], and for the love of god don't tell him who gave you the email address.

/me hides
Reply #27 Top
I made the cost of building soil enhancement extremely low. Since this applies to every civ equally

Actually, it only benefits races that don't choose neutral alignment since neutral gets their planets instantly terraformed. Is there any way to force the AI to build a factory before anything else?

ore emphasis was put on trade and farm improvements through a cost/benefit analysis.

In v1.1 the AI built too many farms and embassies but in v1.2 it rarely builds farms. Is there anyway to force the AI to build a farm on all PQ 7+ planets? GalCiv 2 Wiki Population

In v1.2 the output of the Manufacturing Centers and Industrial Sectors
was reduced.
Enhanced Factory 10, 100 (Output, Cost)
Manufacturing Center 11, 200
Industrial Sector 16, 400
I suggest:
Manufacturing Center 14, 200
Industrial Sector 20, 400
that way the output increases by about 40% and cost by 100% for each
upgrade. Experienced human players will delay getting Enchanced Factories in v1.2 until they need to further build-up their starbases mining resources but the AI won't thus slowing down their planetary development.


Also the cost of a Banking Center seems excessive compared to the far
cheaper and far more valuable Stock Market.
Banking Center (24% EC, 250 cost)
Stock Market (30% EC, 10% morale, 5% influence, 150 cost)
I would suggest cutting the cost of a Banking Center in half to 125.

I used a spreadsheet to balance out the weapons using size/damage/cost ratios to keep them even.

The Subspace Blaster is inferior (except for cost) to the preceeding Disruptors and the Subspace Annihilator does not exist! Adding the missing Subspace Annihilator I think would require C++ code changes so how did you address it? Make the cost to research it zero?

Would you please detail all your changes?

Hopefully Stardock will review this mod/thread and make appropriate changes for those of us playing Metaverse games.

Paul D. (a.k.a, Mascrinthus, the last of the good Mithrilars)