[quote who="MottiKhan" reply="35" id="3580333"] You can increase your difficulty and change the options. (Such as a more crowded galaxy. Putting yourself so far away from the AI makes it easier on you, not the AI). You're making it artificially easier on yourself and complaining about it. [/quote] I don't think that's particularly fair. For starters, putting yourself far away from the AI only makes it easier on you and not the
naselus
I thought there's pretty much where WoW has been for the last five years too, tbh
[quote who="Frogboy" reply="29" id="3580264"] What it's not doing a good job of is managing its economy well but that's less an AI thing and more of a scripting thing. That can be easily cured by giving the AI a higher handicap.[/quote] Or by enhancing the scripting tools available, since they're presently very basic. Scripted AI doesn't have to be bad, and doesn't necessarily need massive bonuses to provide a challenge - take the Space Em
A tick box on the shipyard screen that says 'auto-upgrade repeat build to latest model'. If I have set a shipyard to produce an endless streeam of Destroyers, I clearly don't want it producing to still be producing Mark 3 destroyers when I've just put the finishing touches on the Mark 47.
[quote who="Annekynn" reply="26" id="3580253"] And I wish I had noticed this sooner, but this confirms why red and orange are so terrible after 480 turns, theyre not researching: [/quote] If they've been at war with you for 300 turns, then they've been using the 'Wartime' strat. Their global production wheel is set like this: [quote] 0.20 <Ma
... the fact that you're playing 2 difficulty levels above normal without ever touching the economy wheel kinda illustrates my point about the AI not leveraging it's handicaps. Playing without ever looking at your economy should be something that's barely sustainable on Normal, let alone Gifted or Genius. EDIT - and seeing some of the actual production graphs - population, raw production, and research, for example - would be more useful for identifying where
Found the problem - my mod includes changes to the UI text files (changing 'weeks' to 'months'). It appears that the non-presence of the register entry on 1.2 caused it to not fire the pop-up. Now registered :)
[quote who="Island Dog" reply="9" id="3580216"] You don't have to register, but we encourage it. [e digicons]:)[/e] [/quote] Mine doesn't pop up and ask me to register. Can it be triggered manually? I *may* have already done it... not sure though. My game doesn't appear to have updated, though I had already downloaded the 1.2 opt-in a couple of days earlier.
[quote who="janhardo" reply="155" id="3580138"] ( it goes fast here..forplay/midplay and endplay ) [/quote] I'd suggest saying 'early, mid and late game' generally. Foreplay has a rather different, specific meaning in English.
[quote who="Frogboy" reply="19" id="3580171"] Yes. It did this through massive MASSIVE resource bonuses. Hence: Increase the difficulty level. The AI isn't making dumb decisions (as the original screenshot showed). It simply didn't have *enough* stuff. He's playing on 1 difficulty level above normal. Full disclosure: I work in the same building as the AI coder of Civilization IV and C
The problem here is simply the AI's inability to set production at a planetary level. It will never be able to keep up with the player late-game, even with the huge bonuses on offer from higher difficulties. Say both you and the AI have 3 planets, each with 100 production. You give each 900%'s worth of buildings, one specialized on econ, 1 on industry and 1 on research. The player specializes each planet to use 100% on the correct ou
Meh, not til you can play mods MP. The Base game is riddled with exploits, which makes multiplayer an exercise in who can follow one script as closely as possible. That's not my idea of fun, really. It's more like working in a call center.
[quote who="erischild" reply="4" id="3579992"] 4. All lists need to be sortable in multiple ways. This is a popular topic, and others will gladly add ideas and details. Almost all of them are vitally important. [/quote] And for God's sake, keep them sorted after I go into a planet and back out again. Having to re-sort the list 50 times while I'm searching for one particular planet which I know is 'about here' in the list is annoying
Excellent :) 1. Player-made groups of planets which can all have their production wheel altered simultaneously. So if I go to govern, I can just select 'planet group 1' and all planets in that group will adopt whatever wheel setting I've given. 2. Patrol. 3. Waypoints 4. The ability to switch between shipyards, like you can with planets. 5. Planetary Governors. I hone
1.2.1 released: [quote] 1.2.1 changelog * Adopted new numbering system for versions - the first 2 decimal will match the version of GC3 the mod is for, the next decimal will be the mod version for that release. * Added in all the new stuff from 1.2, so DLC and things should work properly. * Some general code maintenance - fixing a couple of broken localizations, sorted out a couple of bugs etc. [/quote]
[quote who="Gauntlet03" reply="10" id="3579833"] Uhmmm well yeah. I think you are missing out. If you have a creative side, the ship designer is one of the greatest features in a game I've had the privilege to enjoy. I've played GalCiv3 for 900 hours now, and I'd estimate 600 was on the ship designer. But if your enjoying yourself as is, there is nothing wrong with that. [/quote] Modder who designs ship
Also, if you go to my documents/my games/Gal Civ 3, there should be a file called debug.err. Open it with Notepad (or notepad++ for bonus points). Scroll to the bottom and c&p the last page or so here; that might give us some clues as to where the game is bombing out.
Does it give an error message at all, or just does nothing when you try and launch it?
[quote who="Empress_Fujiko" reply="9" id="3579921"] If it is a third option, than the border is the influence line, right? What will happen if ships, planets or starbases switch the site of borders because of spreading influence? Do you have to declare on your neighbour, because your influence spreads and engulfes a starbase? [/quote] No, whenever a ship starts a turn in 'closed' enemy influence, it just automatically retreats toward your influence. Li
[quote who="Larsenex" reply="7" id="3579908"] That sounds good Nasselus, now can you mod that? If not what api hooks do we need? [/quote] I suspect it's not moddable just yet, since there's no means to actually close the borders. We'd need an api to do that, just for starters. We'd also need the AI to understand it, which is part of it's C++ brain, rather than the xml script. What we probably [i]can[/i] do, however, i
Well, this isn't promising. Look what I found added to literally every AI difficulty setting in the 1.2 files: [quote] Normal Maintenance Global Ship IsStationed </Target&g
To be honest, having thought about it a bit, I'd like to see the addition of closed borders as an [i]extra[/i] diplomatic option - so you have 'normal', 'open borders' AND 'closed borders'. Normal would be pretty much how it is presently; they can enter your space but there's a relations penalty. This should stack for every unauthorized intrusion. The AI should be coded to be aware of this, and so should auto-exploring ships. The stacking
I think by buffs he means the ships and starbase modules that buff other ships. Like the fleet-wide PD thing.
Removed 1.12 version from nexus.
The 1.2 version is, yes.