I have a confession -- I miss the time I used to be able to lurk on the Founders forum :) Oh well, I missed out on the founders edition.
TheFunMachine
Would like to echo the good vibes as well. We've had some really nice updates back to back over the past month and a bit and I can barely contain my excited impatience for Crusade ;)
It got tweaked because players were saying the starting N number of starbases was a bit much. Overall I quite like the system, but in my run through I thought the initial number could be reduced in order to force you into thinking about where you would use them a bit more, particularly early game. However, If I'm reading the latest patch notes right you get a lot more from teching up now. Unless you were a starbase mirco-manager prior to the admin system (how do you like them clicks? :))
I've been watching Babylon 5 -- those Fury designs are a nice reference :)
[quote who="Horemvore" reply="1" id="3664507"] The AI governors are not setup to build faction unique buildings, nor are they setup to build military buildings of any kind. There is also the issue of, if you mod it so the AI can build them, the AI ignoring the "one per planet" improvements requirements and building as many as it likes, this is also true for the "one per player" improvements. Saying that, I still think it makes for a better game if it is modded in, even with th
In the Steam forum I wrote: [quote]Taking a short study break to boot up a game with the opt-in -- quick impressions: Admin system for starbaases is actually really awesome, and strangely by putting a limit to how many you can field, it opens up more options. I also think it makes smaller empires much more viable now too. Diplomacy is so much better on initial impresions as well. Greaat work! They other civs are much
Have you tried 2.0 opt-in? I think in the patch notes this issue was meant to be addressed. I cannot confirm, though.
I don't mind it -- it reminds me that I should pick up Offworld Trading Company at some point, but I understand why it can be annoying. Esp if you're a modder and it's interfering with your work.
Very happy with the changes outlined so far for the next patch. Keen to see more and also to learn about more about how you're tinkering with the AI. Definitely the changes to trade are a big one -- for so long now it has been very easy to manipulate the diplomatic trade into disproportionately favorable outcomes for the player. What needs a serious look is the alliance/treaty system. Alliances are... apparently a box that gets ticked on the path to a victory condit
Great post! Agree on all points. I would also like to see a boost to the spaace monsters, the pirate event and some new mega events added too.
Agreed, the treaty aspect to diplomacy need a complete overhaul. Alliances appear to be only pre-requisites to a victory condition, rather than a strategic arrangement that could help weaker powers fend of attacks.
Honestly, I would like to see a system that lets us build super weapons in the ships designer if we wish to.
Of course the AI is being aggressive, it's trying to beat you.
[quote who="Frogboy" reply="18" id="3661208"] The AI's capacity for expansion is orders of magnitude better in 1.9. The map sizes are irrelevant to it. [/quote] This is great to hear, thank you for the response. In the past you have mentioned how AI improvement in games is very often a thankless task, but I very much do appreciate improvements. The broad list of updates you wrote down for the Crusade in this diary as w
With the release of 1.9 and going forward, how do you think the AI's capacity for expansion has been improved? Will reverting some of the map size changes impact their ability to expand beyond a certain point? AI sitting around and doing nothing to push their borders and interact with the map has been a criticism of mine for some time. I am playing my first game with 1.9 on a huge map currently, and so far it seems that the AI do interact more, which I think i
I'm going against the grain here, but overall I'm not having a problem with the way maps have been re-scaled. My initial impressions starting up a new game is fairly positive regarding the density of the new maps. If anything, I see it as an opportunity to perhaps expand with more map size options. I guess, ultimately I have been seeing more interaction between factions and being forced to consider my expanding perhaps a little more quickly, because they AI cert
I have to agree. If the AI planet governors were to be updated to better build out adjacency as well as improve build orders, it would go a very long way into helping the AI stay competitive mid-late game simply by reducing production inefficiency. I am not much of a min-max kind f person, but even my planets have a layout that trumps my AI companions. Although, to be fair as well, they're a lot better than they were at launch -- the AI used to build absolutely atrocious planets and made
Woah! The radical changes keep coming! This is shaping up to be an exciting beta.
[quote who="Seilore" reply="44" id="3659879"] Is the administration thing in the game yet for star bases? Don't seem to have any issue building star bases to this point. Several are starting to pop around my planets (by me). [/quote] Nah, admin has not been implemented yet. In the second update for the opt-in P.Shaw said they reset the starbase spacing until they implemen
I think there is some disparity, as I am noticing certain AI factions like the Thalens or Arcaens consistently underperforming in all of my games, but the factions like Drengin seeming to explode in power. I cannot put my thumb on the exactly what causes this, but I'm starting to believe that there may need to be some more balancing needed.
I've posted some feedback on the steam forum. In my game the Drengin were far and away more powerful than anything else on the map in terms of the faction power number. When I won the game around turn 220 I was second with around 1000, and the Drengin doubling that. I think I may need to play a bit more, as I am not sure if it was luck of the drawn when it came to their spawn, but I personally think galaxy generation could use some tweaks to even out faction balance. I played on loose clu
This game reeeeeaally needs to have a way to upload factions with complete shipsets, etc onto steam workshop. That is something I'm hoping to see when Crusade releases.
Really insightful post, particularly when it comes to designing 'good' AI. I'm not sure this is an exploit per se, but the way the AI wages war, particularly in large maps and particularly when there is a significant gap between star systems has been problematic in my experience. I experience this behaviour as the AI declaring a war on me, but they will not actually send fleets to my territory, or if they do, they will often target planets of very low value.
Please keep these dev diaries coming -- I really enjoying reading them, thank you!
[quote who="Seilore" reply="3" id="3658081"] I can respect this view of the game, however, tweaking graphical battles and things of the sort for pure cosmetic viewing to me is a waste of resources...[/quote] That's a good point, but I don't really understand why it would necessarily be either/or in the future. If Gal Civ 3 is going to be a flag