[quote who="SilasOfBorg" reply="961" id="3513935"] All I can say is.. holy crap. It is taking all my skill at this game just to keep my head above water on Painful. I love it. [/quote] Nice to hear :). I'm experiencing the same thing. Tough is doable, but crippling is a fight for your life.
MabusAltarn
[quote who="OShee" reply="960" id="3513913"] 1. Frictionless Clothing and Ultra Spices are both unlocked by Xeno Cultural Trends. Ultra Spices used to be unlocked by Extreme Entertainment. It should be moved back where it belongs or at least moved somewhere else, 2 TG unlocked by same tech and giving almost same bonus is looking bad. [/quote] Nice catch. Ultra spices will be moved back to Extreme Entertainment. [quote who="OShee" reply="960" id="3513913"] 2. Hyp
[quote who="OShee" reply="960" id="3513913"] Korx are doing bad, once or twice had good positions, but it never done them any good. They do get all the important techs, problem is they just aren't that good at colonizing. [/quote] Can't really be fixed unless we take away their freighters. That's been tried and it didn't work to well. I guess we'll have to come to terms with the Korx being a below average race. [quote who="OShee" reply="960" id="3
[quote who="SilasOfBorg" reply="956" id="3513862"] Thanks Mabus! Will play a bit longer game to see how the midgame goes (if I live that long, hehe!). I think the early game is in a really good spot right now. [/quote] Thanks. I'm currently taking a look at Drengin/Korath research. Their TP cost for research is just so... low. I mean really, really low. Currently they can grab their best labs at a fraction of the TP other races spend and it real
Version 5.3.3 Link: https://www.dropbox.com/s/9mgy512s9m52tar/Community%20Update%20V5.3.3.zip?dl=0 Changes logs moved to seperate directories. I've begun using an SVN to keep track of updates. This will save a lot of time updating change logs. Changes: =TechTree TerrorStar0: -Category from Starbase to Research. Stops AI research.</p
[quote who="Maiden666" reply="944" id="3513781"] What about Planetary Defense? SporeSA obviously doesn't need soldiering as an offensive stat, but to make their core worlds harder to invade it could help.... [/quote] The Planetary Defense branch was recategorized to Planetary Defense for just that reason. Unfortunately AIP7 isn't fond of researching tech tagged as Defense. [quote who="Maiden666" reply="944" id="3513781"] Me too seeing alot of influence-b
[quote who="SilasOfBorg" reply="939" id="3513654"] @Mabus: really impressed with Torian, Drath, and Korx play lately. The Drath and Korx seem to be more aggressive on the research/factory tech in order to take advantage of the piles of trade/war cash, and the Torians actually have factory tech this game! My gut says we're in a really good place with the AI right now and we should be very careful with further tweaking, at least as far as
[quote who="OShee" reply="936" id="3513605"] In my couple of past games they (Torian) where doing disastrous decisions, I'll see how they do now. [/quote] I read your reports which gave me a good picture what was wrong with them and what had to be done. I think they're in a much better place now. Let me know what you find. Thanks.
[quote who="SilasOfBorg" reply="934" id="3513588"] Woot! Time to fire up a test game. I was going through withdrawl. [/quote] We can't have that, can we? I've been playing a test game on tough with the Iconians. It's fun but I need to crank up the difficulty a bit because I'm miles ahead of the AI in research. One "problem" I have found is with techtrading. With the lvl 1 x-col tech below 26 these techs
Merry X-Mas. Here's V5.3.2. This version could not have been possible without all of you play testing and reporting your findings. I want to thank you all for your continued effort in making this CU the best it can be. This update focuses on the Torians, getting the AIs to grab their research tech and weapon tech. Link: https://www.dropbox.com/s/f6acfhubbx7ir3q/Community%2
[quote who="OShee" reply="930" id="3513533"] Wouldn't it be more interesting to see AI go in one game with small amount of strong ships, and in another with lots of weaker ones? Instead of seeing lots of average ones, or few average ones? [/quote] Yes it would be but we can't reprogram the AI to make this work. In the long run it's doesn't matter all that much if a species picks up a stronger or weaker weapon they all end up in the same spot power wise.
Everyone. I'll be taking a break for this evening and the next two days (25th, 26th). Happy holidays :)
[quote who="OShee" reply="913" id="3513349"] StarRep -AIValue from 30 to 20 StarDep -AIVaue from 35 to 30 Is this for everyone or just AIP11? Did AIP11 also got reverted back to their previous category? [/quote] Everyone. AIValue 35 is an instant grab for AIP11 so 30 works better. AIValue 20 for StarRep is enough.
[quote who="OShee" reply="913" id="3513349"] Almost no one researched any defenses. [/quote] That's on the AI. Cannot be fixed. [quote who="OShee" reply="913" id="3513349"] Not sure I agree with this one, Thalans are supposed to have weaker hp, as their weapons are very strong. I agree with Altarian and Drath, as they don't get that much +weapon from their techs anymore. Korx can stay as they are, I don't see why they need to be buffed in late late g
Version 5.3.1 Link: https://www.dropbox.com/s/s0j2aq7dji5rf17/Community%20Update%20V5.3.1.zip?dl=0 Change summary: =TechTree Robust Hull Construction -HP from 10 to 15 StarRep -AIValue from 30 to 20 StarDep -AIVaue from 35 to 30 -Level 1 X-Col AIValues set to 12. This throttles AIP11's desire to grab this tech a bit.
[quote who="OShee" reply="905" id="3513292"] AI Value 35 from 30 works nicely for Xeno Entertainment, both AIs finally picked it up in a long streak of games. [/quote] Xeno Entertainment was set to 35 in TechTree a while ago. Doesn't mean they'll always grab it though. AIP7 and AIP8 aren't that keen on AIValues unless they're very high. Both these AIs like culture tech when it's categorized as Government (and Ethics) and will research their govern
@OShea [quote who="OShee" reply="899" id="3513274"] AI Value on Democracy may be a little too high. Republic is quite cheap, but Democracy cost almost 3x as much. Altarians were a victim to this tech path, starting it way too early. I do not have much experience fiddling with AI Values, but I guess it may be too high for Democracy. Interstellar governments has 20, while republic 30 and democracy 35. I'll try my next game with only AIP11 and values 20/30/30 for all three techs
[quote who="SilasOfBorg" reply="896" id="3513228"] Ah. So it looks to be a flat repair amount. I'm ok with the increases then -- if it were % based then larger hulls could heal truly massive amounts per turn, which might be a wee bit unbalanced. Flat repair is more "interesting" -- smaller hulls will heal up more quickly, but larger hulls still have their usual advantages. Percentage repair just means "use the biggest damn hull al
[quote who="SilasOfBorg" reply="892" id="3513213"] % of the hull HP? [/quote] In a test I saw a ship go from 1 to 8.
New version: 5.3.0 I'm dropping "Beta" and adopting a numerical system. https://www.dropbox.com/s/14use3wzbglbahi/Community%20Update%20V5.3.0.zip?dl=0 I tested most of the changes with CTRL-Z and they seem very effective. Changes: =TechTree InterstellarConstruction: -Boosted AIValue so all civs get it ASAP. This is a tech on par with PI i
I also did a little bit of testing with the repair stat. I used the iconians. The difference between 0 and 100% repair is quite noticeable. At 0% ships regain HP at 1 point per 2 or 4 turns. Yes it's a bit wonky. At a 100%. You'll get anything between 2 or 7 HP back PER turn. I.o.w. your ships REALLY repair themselves a heck of a lot faster if you have a high repair score. Combine this with high HP ships and they'll level and become really tough to deal with. So ma
[quote who="Maiden666" reply="885" id="3513135"] Apropos Neutrality Learning Center - I need a hell of a time to build these and this was the same with my last game as Yor (I went neutral as well, I usually do because of insta-terraform). Could it be that it was forgotten in the general decrease of buildcosts? I did consider to not build it because, if the production could flow into tech instead that would give me a serious boost in technology, a game would have to last very long for thi
[quote who="MarvinKosh" reply="864" id="3512872"] Is there an updated spreadsheet? [/quote] No. I've uploaded the Open Office document to my google drive and made it pubically editable. Feel free to get it up to date. https://docs.google.com/spreadsheets/d/1kSQupWksQ0vy1Ftt-iCi3lNlABBDqwQ2GUV7ORj1LcI/edit?usp=sharing
[quote who="leiavoia" reply="872" id="3512935"] - Did logistics always go this high? This is a the first game where i actually researched beyond ~32 points per fleet. [/quote] No. Logistics was doubled, as were logistic requirements. This was done to make starbases cheaper. [quote who="leiavoia" reply="872" id="3512935"] - The Yor economy seems even harder to get going now. I don't have stats for that, it just seemed more difficult. [/quote]</p
Minor update: V5 - Beta 2B Also available from the File Archive Changes: Added government descriptions to Iconian government tech. Added 2,3,5 morale to Iconian government tech Added new PNG as image for Dream Conclave. Renamed it to DreamConclave0.png Used old DreamConclave image for Fantasy Conclave.