Tolmekian

Tolmekian

Joined Member # 2890217
0 Posts 1 Replies 1,358 Reputation

Another update: I finished my last test and did a little tweaking. After a couple years into the next test, it's obvious that I'm at the point where the smallest tweaking, ie changing the AIValue by only 1 or 2, can make a big difference. I also have slight reason to suspect that changing the AIValue of a tech far down the line - say Star Federation - can affect how the AI pursues the preceding techs. My scant evidence is that I slightly reduced the AIValue of Star R

507 Replies 1,009,743 Views

[quote who="Klaatoo" reply="3" id="2888592"]I was referring more to a race that you barter a TG, who then get eliminated. I suppose an additional question might be, can that race barter the TG to someone else? It would make more sense that they couldn't, as it would seem you'd need the source planet for the TG to be able to do that. So if the effects are global, then building both Ultra Spices (+15% Morale) and Virtual Reality Modules (+12% Morale) should give a galaxy-wide boost t

6 Replies 7,225 Views

[quote who="qrtxian" reply="159" id="2886559"]So are we going to take a vote this time or not? If we are, I'd be willing to write the ballot again.[/quote] I took the lack of complaint as a go-ahead to move forward. There really isn't much to put on the ballot this time, anyway. You've all given some good advice, and I intend to follow it. I agree with your idea about the beam weapons, and relations with the Trilarian in general. I'd rather trade with them

235 Replies 417,882 Views

A brief update with some good news. My tech tree rearrangements seem to be working nicely so far. I'm only two years into my first playtest, but two years is all it takes to see if the critical issues are being addressed. Now I just need to run it out a few more years and see how the overall research picture looks. I already know it'll need another round of tweaking, but simply rearranging the trees changed it from something I was ready to walk away from into a matter

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I can't think of any reason why Altarians wouldn't be able to build Slave Pits. You have to put those evildoers somewhere, right? And yes, the unique techs should work just fine for you.

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[quote who="BeastCruiser" reply="3" id="2882702"]Thanks for the replies, Elestan and Tolmekian. About Tolmekian's example: I see that the influence boost from the embassy will kick in almost instantly in the example, unlike pop growth. But pop growth adds to other things as well: taxes, trade, tourism, perceived might rating... And of course disapproval. So that can be a critical point if there's only one spot left, either for a farm or an EnterNet. 1 - Will

10 Replies 16,725 Views

It's good to see this generating some interest. My mod will be delayed slightly on account of the tech trees needing some cleaning up. I'm doing this for reasons of aesthetics and ease of working. Wouldn't it be nice if the various tech trees had a similar organization? Sure helps with surfing the TechTree files and keeping notes. There is also an issue with how certain tech trees divert research from basic infrastructure techs. A major example would be t

507 Replies 1,009,743 Views

[quote quoting="post"] On a second thought about influence, embassies don't look like a wise investment. Influence bonus of embassies and bases is a percentage , so it would be wiser to increase the population on the planet with farms, and to build morale buildings to increase the base value, rather than slapping on another 5 or 10% with an embassy. ~Beast [/quote] Depends. Populations can only go so high. After a certain point, you just won't b

10 Replies 16,725 Views

[quote who="AdmiralMaximus" reply="153" id="2881878"]Wasn't there voting on this thread as well? I just want to know because I want to make sure I don't miss anything while reading this[/quote] What you see on this thread is people posting summaries of the voting in progress. More like "here's what the tally is so far". This thread is really reserved for out of character discussion of things that would clutter up the game thread too much.

235 Replies 417,882 Views

[quote who="John Falkenberg" reply="120" id="2880701"]Does this mod(patch really from the read) address the issue of the Torrians simply not builing anything at all on any of their worlds? thnx[/quote] Unfortunately, no. The Iconians have the same problem when set to their default AI, which is AIPersonality 10. As I mentioned earlier, AIP 10 has a bug that prevents development. It's a problem with the AI and nothing we can fix. You

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It's all good, Noctilucus. The polls don't close until Tallybot posts the results and sends them to Exterra Command. I didn't get a chance to play last night, and it looks like maybe 50:50 for tonight. I'm going to go ahead and close up the polls, though. I've thought about how the last vote can really swing the research priorities. The only way around it would be a closed vote (pm ballots to me, I guess.) As it is, I trust the councilors will act respons

235 Replies 417,882 Views

[quote who="builder680" reply="1" id="2876082"]I think it just indicates that that AI is more aggressive, and more inclined to go to war with other races, including yours. Hence the negative modifier.[/quote] Exactly. The given race has a higher aggression setting, which deteriorates relations and makes war more likely.

2 Replies 3,286 Views

I've done a little work in the PlanetImprovements.xml, but nothing major. It looks to me that the AI does a fairly decent job as it is. One big change was the AI for the Biosphere Modulator. It was 0, so it was never built. I changed it to 155 - the same as Weather Control Zeniths, since they do the same thing. Now they build one on every planet, as they should. I also changed the Iconian Molecular Fabricator from 0 to 5. Since almost all of their improveme

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[quote who="TOV" reply="113" id="2876184"] There is a tech in the TechTree xml with an interesting category - MilManufacturingitary. I think you can guess what happened. I forget which one it is, but you could search for it. Maybe it's in the Drengin tree, but I don't think so. It is the Drengin/Korath tech tree, specifically Artificial Slavelings.[/quote] Thanks for that. I forgot to follow up on it. Since I just f

507 Replies 1,009,743 Views

I'm not sure what the big problem with the Korx is, but they've been steady at the bottom of the pack. The idea that their unique techs are behind it might have some basis; they're the only race that's doing worse now then they did before I starting modding things. I have a couple of custom races with the Korx tech tree and they've done okay, though, so maybe it's something else. I'm thinking i

507 Replies 1,009,743 Views

That may just be the final tally. With Noctilucus letting us know he's busy and Lord Carlos's extended absence I think I'm going to move ahead. I probably won't get a chance to play until tomorrow, so the polls remain open until then.

235 Replies 417,882 Views

So I played out the next four years, which turned out to be the last four years. With the advanced races getting to the end of their tech trees, the last few months of year eight turned into a race for the tech victory. The Drath won, beating out the Yor by 1 week, with the Iconians not far behind. AI 8 really doesn't like Extreme Colonization (Colonization category techs). By game end, the Terrans still had not researched it. The AI 8 strategy

507 Replies 1,009,743 Views

***SUPPLEMENTAL TRANSMISSION - SECURITY LEVEL ALHPA*** G'Norlisk: We will now present the ballot. Though there seems to be broad consensus on a number of issues, we must still proceed

432 Replies 1,094,324 Views