I like the idea of extra techs to improve accuracy and jamming. The different weapon abilities can't be done right now - rate of fire is determined by damage type presently, so all lasers fire at the same rate and any modifier modifies all weapons of the same type to an equal degree.
naselus
Yeah, it's very much in the early stages. Significant diplomacy improvements have been signaled for 1.4.
[quote who="ronnie76" reply="13" id="3583398"] I was able to mod in another hull class by editing the schema during 1.1. It was a little buggy, so I abandoned it in favor of just creating a component that provided a negative mass. Maybe new resources could be added in via schema editing [/quote] Nah, it just crashes when generating the map. Plus, the schema cannot be edited via a mod folder - you have to overwrite the base game files, which is not a good id
[quote who="Petri Kokko" reply="10" id="3583358"] Plus, did Paul say he'd look into the "non-moddable resources" (even though your question suffered from the "broken phone" effect...)? That would be good. Hoping to look forward to your resource-stream-economy-mods... [/quote] No, he said he thought they were already moddable and that I should ask on the forums to see if anyone knows how. We know that they aren't, since they're in the schema, but
[quote who="Avatar137" reply="8" id="3583338"] Seeing the replay still isn't posted on Youtube, anyone that watched it care to share the gist of the stream? Thanks. [/quote] 1.3 will include the option to allow the governor AI to run colonies for you, which will give bonuses but won't be as good as just using the wheel on a planet-by-planet basis (which suggests almost no-one will use governors seriously). The AI planet building management will be impr
Presently, it's impossible to define new strategic resources, as they're listed by name in the schema. Paul indicated in the dev stream today that being able to add new ones was the intended behaviour. Since this isn't possible, the resources being listed in the schema is a bug - they should be referenced as an xml list instead. The file their listed in is /data/schema/enum/strategicresourcetypes.xsd.
Why would anyone ever surrender?
I recommend notepad++ mostly because it's very lightweight and straightforward; for most people, that's more useful than using a full-on IDE. Also, Schema awareness doesn't work automatically unless you're modding directly in the game folder (which strongly recommend against), as the location is defined using relative pathing. You can change that, if you know what you're doing - but I'd rather not assume people do.
I'm not sure that modded saves will be that useful for the devs, tbh. Most won't consider anything outside their own codebase for analytic work, as it may be doing stuff based on your changes rather than theirs.
I'd like to see it limited to within your own borders, tbh.
It's not, no. Though generally speaking, I've never known the AI to sit on colony ships - it usually refuses to build them if it can't see a planet, and sends them to colonize immediately. It's possible that it's having some kind of range issues?
[quote who="Tetrasodium" reply="19" id="3583117"] AAR? [/quote] After action report. Basically, do a write-up of the game. It's usually great advertizing for mods. Oh, and to fix your script, you just need to move 'techage' to after the TurnEnd setting.
[quote who="Tetrasodium" reply="17" id="3583085"] ick, the techdefs files are extremely easy going as long as all the required bits are there, I was hoping the aiscripts would be similar. Looking back with that said though, the error might have been more of the "this is the proper order stupid human" than "cryptic". I'm pretty jazzed about getting to play and see how my of my combined tweaks all over run against a stupid human instead of the ai's amongst themselves in
It's REALLY pernickity about the order that things are laid out within a class - which is a royal pain if you're used to other scripting languages or high-level programming in C-derivatives, and are used to just chucking stuff in as needed. About 99% of my debugging comes down to having something 1 line above or below where it's meant to be. Of course, it may well just need the condition in there, though I'm not sure why it
Hmmm. Might be throwing a shoe because of the space in the text. Will need to check when I get home from work in a few hours. I've not bothered using the tech ages myself - I find them thoroughly unhelpful - but I'm fairly sure there's examples of them being used without the victory condition listed.
[quote who="Annekynn" reply="306" id="3582936"] None of the Hyperion buildings work any more either. My homeworld which has all of them doesnt reduce logistics, or boost health, or boost range, all of which worked in vanilla. [/quote] They work. They've been changed to work faction wide.
[quote who="Annekynn" reply="305" id="3582932"] One thing ive noticed, no one ever wars with anyone. 466 turns into a gifted map and everyone is alive and well and trading with one another. Peace for everyone! [/quote] This appears to be a vanilla bug added in 1.2
You don't. More likely, you've put the triggers in in the wrong order or something. Post the script and I'll take a look
If we're lucky, we'll be getting planet groups in 1.3. If these are extended to the AI then it'd tackle two birds with 1 stone - less micro for the player, more control for the AI.
All the influence we have over the AI's ship control is a few settings in GalCiv3AIdefs. These are used as constants by the actual subroutines. We can fix a few things with these - the AI not attacking, for example - but anything scout related appears to be in the hardcode. That said, editing the ship blueprint defs to give the AI more sensors on scouts and colony ships (by junking loads of life support) helps a lot.
Nope, it's currently not possible to make the AI specialize using the planetary wheel.
I don't think the settings you see in the govern screen correspond with the settings the AI was using. It's definitely not using 33/33/33; you can esily show this by setting up a strategy with 100% research for ten turns and then another with 100% manufacturing and just watch what happens to the score graphs.
[quote who="Tetrasodium" reply="3" id="3582772"] this thread reminds me that I've had war declared on me - lots-, but I've never actually seen any warships attack me other than pirates [/quote] Mod galciv3AIdefs.xml: [quote] 0.90 256 <WatimeFocusSectorTarg
Meh, I thought the second monitor was to keep this forum open in while the soak was running...
[quote who="ronnie76" reply="293" id="3582227"] Damn you and your hyper fast updates. [e digicons]|-)[/e] Time to start over. [/quote] I'll probably be concentrating on bug fixes for the moment, so might slow down to a 2-week cycle to give people more chance to give feedback. [quote who="marigoldran" reply="296" id="3582285"] Oh yeah, one of the reasons the Reapers were so powerful in my game is because