[quote who="MabusAltarn" reply="433" id="3506911"]This works.[/quote] Good. [e digicons]:thumbsup:[/e] That should really help them out. I've been going through the tech tree again. Fixing some typos, changing some names and details (only for the Yor so far), making some techs stealable (again), making some techs tradeable again... Overall, the amount of techs I changed to tradeable and stealable is much higher than previously discussed. I apparentl
Gaunathor
[quote who="MabusAltarn" reply="424" id="3506795"]Interstellar Expansion. aka Enhanced Adaptation. Torians, Iconians have it too). This tech has no baring on story and it's description was written for multiple races.[/quote] It's also highly dependable on the biology of the race. Overall, I'm just not seeing it working for all races. For example, the Drengin are not known to adapt to other planets. They make other planets adapt to them instead. [quote who="MabusAlt
[quote who="MabusAltarn" reply="397" id="3506603"] Random thoughts: How about we make a select number lot of unique tech stealable? Right now soooo much tech is untradable and for very good reasons but there's plenty to toy around with. Getting a tech through espionage is rare but getting something really awesome might make it interesting. Would be really be that bad to steal Weather Control? Mercenaries? Divergent Evolution? etc
[quote who="MabusAltarn" reply="415" id="3506724"]Can anyone confirm?[/quote] Doesn't work on my end. The races seemed to treat the tech as usual. With AIP 11 going for it quite quickly, and AIP 8 pretty much ignoring it. However, in one game, the Yor did research it pretty soon. They had the largest empire, and several of their planets were extreme worlds, they had conquered from the Iconians and Altarians. So, maybe it is working after all, and the races just didn't
[quote who="MabusAltarn" reply="413" id="3506721"]Question. Thalan on AIP11.[/quote] It could be worth a try. I had some problems with it, when I tried that with Autumn Twilight. Primarily getting the Thalan to research Industrial Adaptation and Technology Adaptation, and not screwing up their economy (though they do that on AIP 8 too sometimes). Maybe you have better luck.
Here are some screenshots from my last test game. I disabled the Logistics trick for all AIP 8 races. Arceans: <img style="vertical-align: text-top;" src="https://dl.dropboxusercontent.com/u/107322588/GalCiv/Community%20Update/Screenshots/Arcean%20Research%202.jpg" alt="" width="640
Base speed got an increase of +1 in TotA. This made it possible for the Arceans to start with a speed penalty of -1. Otherwise, their ships wouldn't be able to move, without first putting an engine on them. Which would brake several base designs.
[quote who="MabusAltarn" reply="404" id="3506692"]It's the same with logistics. We could put the AIValue of basic logistics back to 30. This will make the tech valuable and AIP11 might pick it up eventually but this trick won't work with AIP8.[/quote] It actually does work with AIP 8. Or rather, the AIValue of 32 works. I had set the Yor back to AIP 8, and used some of your tricks to get them to research better. However, I didn't use your trick for logistics, so they were
I haven't looked at all of the races yet, but, so far, it's looking pretty good. The Iconians were running rampant in my last test-game (actually in almost all of them). The game took place on a large map, common everything, no events, 8 minors, and the Terrans, Drengin, Altarians, and Yor, as the other players. I don't know how, but the Iconians managed to grab 27 planets, even though they only had Basic Replicators for the first two years (they began researching
[quote who="MabusAltarn" reply="394" id="3506582"] Drengin. Grab their farms ASAP. Reduced the likelyhood they'll research their influence tech. They're drengin. [/quote] The Drengin need those techs to offset the influence penalty from the Slave Pits. Otherwise, their planets are too easy to flip. [quote who="MabusAltarn" reply="395" id="3506587"]Category Military to Pure Research. (This prevents research inflation... i think)[/quote] As far as
[quote who="MabusAltarn" reply="390" id="3506557"] If I may give a suggestion. The Krynn could work on AIP11. Here's why. They get a stupendous amount of morale bonus keeping them happy. Influence is their bread and butter. People = Influence. AIP11 loves biology which means. +pop and terraforming = more influence. With a bit of tweaking we can force AIP11 to research the +influence tech as well. This will result in an AI race with a really, really lar
[quote who="MabusAltarn" reply="386" id="3506551"]Here's a though. Add morale to their factories as well. Wouldn't factories make machines happy?[/quote] The Yor are all about efficiency. That makes them happy. However, adding a morale bonus to the Collectives doesn't sit right with me. The Collectives are already the best factories in the game. Plus, I don't know how the AI would react to that. If it will treat the Collectives as morale improvements (like it does the
[quote who="MabusAltarn" reply="383" id="3506544"]I think AIP11 needs different values for morale structures.[/quote] It does, but that doesn't help terraformed low-PQ worlds. AIP 11 just won't build morale improvements on them, no matter what. [quote who="MabusAltarn" reply="383" id="3506544"]I also have a few tricks I want to implement to get AIP8 to research logistics and miniaturization[/quote] Actually, AIP 8 did go after those techs in my test games.
I've run a few test games with the new values for the Yor, and the research is mostly good. However, there are still a few issues. The AI sometimes researches Efficiency Studies and better Collectives way too late (2nd or 3rd year). Charging Stalks, on the other hand, are almost always neglected, or simply not researched at all. This is pretty bad, because the Yor economy relies on high population. The worst part, however, is the way AIP 11 handles approval and the tax rate:
[quote who="joeball123" reply="10" id="3506296"]Planet class has always seemed more likely to be related to usable landmass than actual habitability despite the game's claims that class 26 worlds are "like heaven" and class 4 worlds are hell, as habitability doesn't have all that much to do with whether or not I can build something on its surface. However, something that a habitability index would be useful for is as a modifier for the maximum population, the maintenance costs, or the
[quote who="MabusAltarn" reply="370" id="3506343"]Now I'm confused. What do you mean by new features exactly because if the techtrees are locked in there's very little we can do other than add bonuses and structures.[/quote] New tech bonuses, new improvements, new starbase modules, or anything else that would change how the game plays. Things like this: [quote who="MabusAltarn" reply="371" id="3506346"] For example. Factories and labs both could offer minitur
[quote who="MabusAltarn" reply="367" id="3506334"]Perhaps we could put a few races on AIP11? AIP8 seems to run Thalans, Yor and Iconians well enough but fails with the rest with the possible exception of the Terrans.[/quote] I've seen AIP 8 do well with the Terrans, Drengin, Drath, and Krynn, on occasion. There is always room for improvement, but I don't think we need to use such drastic measures as switching them from the AI that was written specifically for them just yet.</p
[quote who="MabusAltarn" reply="365" id="3506226"] To force AIP8 to research Planetart Invasion I have set it's Category to Pure Research and AIValue to a 1000 in each specific tree.[/quote] I'm not entirely convinced of this change. I've run now a couple test-games, and there were still several instances were some of the AIP 8 races researched PI only three years or later into the game. It just doesn't feel that much better than the previous attempts. [qu
[quote who="MabusAltarn" reply="360" id="3506193"] Hmmm. The Iconians seem to lack a bonus. Then again, they are really ,really powerful in the game as is. [/quote] That's the intent. As a race, they are rather weak, but their techs more than make up for this. [quote who="MabusAltarn" reply="360" id="3506193"] Btw I'm nearly done with a set of updates that yielded some great results. [/quote] That's good to hear. My own efforts have prov
[quote who="MabusAltarn" reply="358" id="3506171"]Do these bonuses include 10 customisation point or not?[/quote] Those are just the base values.
[quote who="MabusAltarn" reply="352" id="3506140"]AI research doesn't have to be perfect.[/quote] Agreed. It just has to be good enough so the AI provides a challenge. [quote who="MabusAltarn" reply="352" id="3506140"]A few changes that worked well are:[/quote] I'm sorry, but the layout of the tech trees is finalised. No more adding of new techs, removal of old techs, or changing of requirements. I asked, if anyone had objections to this, two weeks ago, because
[quote who="Maiden666" reply="350" id="3506023"]Hmmm, the screenie contains various bogus information or display errors. I would be careful to base any conclusions on it, you cannot be certain that the rest is shown correctly.[/quote] The approval penalty for running a 100% tax rate is -199%. The Thalan had a bigger one, so their tax rate had to be higher than 100%. Plus, it's not the only time I've seen this, both in AI vs. AI games and regular ones. The Altarians and Arceans
@Mabus re: "Well, AIP 8 has several things going for it, like: -it's the only AI capable of using the Super Diplomacy and Super Manipulator SAs Really? Are you sure and how did you test this (I can't think of a way)" I had the Drath on AIP 11 for a while, when I was working on Autumn Twilight. During that time, I didn't see any of the "We've been bribed to go to war with another race" messages you'd usually see with the Drath in the game.
I've uploaded a new version. Same link as before. It contains my new changes to the weapons and defences (ship and starbases), an update for the Dream Conclave improvement of the Iconians (unlocked by Xeno Persuasion), several of the tech changes by Mabus, the cleaned up STARS.txt from Maiden666, and a couple changes to the CustomPlanets.xml (based on what Maiden666 did in his file). I also made a change to the Korx entry in the RaceConfig.xml. If you have played them befo
Well, AIP 8 has several things going for it, like: -it's the only AI capable of using the Super Diplomacy and Super Manipulator SAs -it's the second best at handling approval (AIP 7 is the best) -it's the best at researching better factories (AIP 7 is the worst, shortly followed by AIP 11) -it uses influencer starbases somewhat decently -it's okay at handling its economy (AIP 11 is atrocious in comparison) You also have to keep in mind th