[quote who="Frogboy" reply="7" id="3567991"] I'm definitely struggling using the system they made. On paper, being able to go through pre-made ships seems "easier" but in reality, I'm really having a hard time getting the AI to make the kinds of ships I want it to have. For example, I currently have no way to make the ships faster on big maps. In GalCiv II, I had the AI design the ships from scratch. It was really hard to do but it resulted in fllexible, ad
TurielD
[quote who="ArelMCII" reply="74" id="3567833"] I remember hearing awhile back about the possibility of getting modder-friendly versions of some of the design spreadsheets for things like tech trees with the official release of 1.1. Any news on whether or not this is actually happening? [/quote] I dont know if there's anything official coming, but I've been looking at building a more user-friendly tech-tree modding tool with Visual Studio - will have a
[quote who="naselus" reply="45" id="3567613"] Ah, might be due to the fow command thing. EDIT: Yeah, definitely was, I'm now seeing the AI moving scouts around happily. Weird that it turned theirs off too; it didn't seem to make them any better at spotting planets in the early game. [/quote] there's a fowtrans command which lets you see objects through the FoW, including AI faction objects. I *believe* this lets the AI
Seconding this. Full file replacement is highly undesirable for mods.
This is excellent work Naselus! I'm in traveling this week, else I'd be helping out more here - looking forward to seeing how far along things are when I'm back :D
[quote who="Kamamura_CZ" reply="2" id="3566924"] Unfortunately none of your files cannot be downloaded, the links are all broken. [/quote] Whoops, I'd rearranged the folders and forgot to alter the links. Should be working now!
Some people are holding off because it's likely the file structures are still subject to change until workshop integration is complete. It may be annoying to adapt a mod that's built one way to a new system. It doesn't bother me though really. As for faction mods and the like, they're actually kinda annoying to make right now - perhaps people are hoping that it will become easier with the workshop.
ImprovementDefs.xml has been changed, GC3Prebuild.bat too, and the GC3.bin
It's been a while since I posted in here, but my own Fed fleet has been through some changes since that first deformed Oberth: <
Yeah, some good ideas! I'm interested to see what this new itteration of the Cinematic camera mode will be like too :)
What faction modifiers determine which strategy they'll follow?
[quote who="naselus" reply="33" id="3565666"] Quoting TurielD, reply 31 With all we've managed so far, I think we could probably make a pretty good 'community AI upgrade' mod, if we got a few of us working on the same project. Better ship and collony plans, better AI prioritisation, better weighting of the vari
Guys, what part of (or, NOT ANOTHER FOCKING APPROVAL THREAD!!) was so hard? We've got 3, this is a thread to let it be known there's a difference between the two buildings that seems like it may not have been intended.
[quote who="rspiccaver" reply="30" id="3565654"] From the looks of it, all factions should enter the expansion or expansionaggressive stage at turn 31, but I have seen from experience that they don't. I can't be sure without testing, yay, this starting to feel like a job [e digicons]:)[/e] [/quote] Hehe I know the feeling. With all we've managed so far, I think we could probably make a pretty good 'commun
[quote who="naselus" reply="20" id="3564278"] As to the AI edits - the AI's strategy files are quite illuminating tbh. It has a number of strategies which I believe are decided with a weighted random array and last X number of turns. These then include weights for ships, spending priorities etc. And some of these are, well, a bit rubbish; the AI will likely churn out a freighter before turn 30, for example, and is only really locked into the initial 'expansion mode
[quote who="Derek Paxton" reply="13" id="3565541"] TurielD Paul went though and got all the stuff fixed that you mentioned, thanks for pointing that out! It probably won't be in time for the first optin of 1.1 (which will probably be tomorrow). But will probably be in Tuesday's update. [/quote] Thank you! I appreciate you guys putting the effort in! About the alr
Related to the above, I have a bit of critical feedback here about the patching process. I don't mean this as an attack on the dev team in any way, all I'd like to do is talk about these observations: It's clear from the file structure and description errors that the reason the enhanced variant ships are missing from the designer/shipyard is that weapon augment stats were changed for balancing reasons, but whoever changed them didn't realize they
Still no fix for the missing ship designs? I sent in the fixed code for missile ships back in 1.02 [e digicons]:pout:[/e] Fixes are here for missing missile ships and missing battleship design, along with fix for missing Enhanced variant ships: https://forums.galciv3.com/467065/page/1/#3562130 Fix for EscortCarrier modules n
[quote quoting="post"] I just finished a game with AI set to Genius, and found them to be kind of pushovers. I was expecting the AI to gang up on me after I started conquering them, but none of them seemed to notice, not even making much of an effort to build a military even though I had conquered half the map and was clearly a threat. I'm curious if other people have found this to be true. [/quote] Yah, I've experienced this, and I think
[quote who="dansiegel30" reply="6" id="3565482"] Elurium's chance per nebula is MUCH lower than Durantium's chances per asteroid. I havent looked at the XML like TurielD, but to me I guessing thats a hardcoded modifier (well, hopefully just coded in the XML defs files), different for each resource. To me its all proportional to map size. Current experimental game, using Common Nebula, Occassional Resources, and within my proportionate part of space(1/7th), I fin
[quote who="Frogboy" reply="25" id="3565375"] Our forums have always been slow. [e digicons]:([/e] It's a constant battle of speeding it up versus the increasing traffic. [/quote] Ah well - look at it this way: It's only a problem because people are really really enthusiastic about talking about your games :)
I put together a Resource Generation Re-balance mod here , which makes Elerium a good bit less rare. You'll still want a pretty high Nebula rate though.
[quote who="Deathwynd" reply="6" id="3565312"] Its because fighters qualify as ships, I tried to do the same thing, with the same results. It appears the limit of ships in a fleet is 64 and so the game gives the initial ship its escort and then gives the escort and escort and so on and so forth. [/quote] [e digicons]:rofl:[/e] Oh gods that is hillarious
As it stand I think this will have to come with some kind of 'colonize dead planets' tech in an expansion, as currently the starting system balance is tied to tile numbers. It's moddable though, it could be turned in to an Extreme habitat type world that required tech to colonize.
[quote who="Jafo" reply="18" id="3565139"] Quoting Fuzzy Logic, reply 17 That was the old site. It was much slower than this one It's all relative...back then I was on 56k dialup at $3 per hour....waiting cost me... With my nice new machine the slowest thing it does is access th