I'm going to move forward. I'm a bit busy of late, so it may take a little while, but this is just to let you know.
Tolmekian
Running into interesting circumstances now. Boosting various techs has indeed caused the AI to pursue a more balanced research strategy. Thing is, there is only so much time available for general research before militarization starts. Once the arms race starts, it's on until the end. Only after exhausting the chosen branch of weapons tech will the AI return to a more balanced strategy and finish up with important research. There is a bit more balancing to do to e
[quote who="72mike72" reply="33" id="2858484"]the humans are the most powerfull on mine. hmmm weird[/quote] Well, they use the same personality, so that may help. I've found that AI 8 is just a monster for expanding and grabbing up all the resources.
[quote who="Stohrm" reply="4" id="2858755"]Pardon my ignorance; as I too can see what they are, but... What do the initials AAR (or the acronym) stand for? SK[/quote] After Action Report
Looks like LordCarlos is absent yet. We'll give him just a bit more time. Meanwhile, it's off for yet another playtest . . .
Happy New Year! I'd like to put a hard time limit on discussion to keep things moving along. Say one week. Opinions?
[quote who="deweyjohn" reply="78" id="2857007"]Hey all, Another thing for the Korx: they will research Super Trade Starbases if you switch the category from starbase to economics. Which leads me to comment that, in general, the ai players seem to undervalue starbase upgrades. I would be interested to see if AIs would start building powerful starbases if they were categorized according to what they benefit (military, economics, or culture), since anything in the starbase category se
[quote who="mambaman" reply="130" id="2856949"]Erm with the new system I thought you didn't need to include what the previous people had voted for I'm confused.....[/quote] No problem. You did fine, but we still need to keep everything together so I can tally it up at the end. It saves me the time of having to scroll through the topic to find the votes.
Research Basic Miniaturization : 4, 6, Soil Enhancement : 1, 2, Weather Control &
Sigh. As a short note, I went through the entire tech tree and made subtle bumps in AI value for all the culture and government techs. Now I've got Star Republics and Star Democracies popping up, and the Torians have even built their political capital. Incidentally, the Torians researched their Cultural Enlightenment followed by Healing Pools. It's like a whole new game even without having two more AIs. So cool to see them work around the tech tree and actual
***SUPPLEMENTAL TRANSMISSION - SECURITY LEVEL ALHPA*** G'Norlisk: With discussion closed, I present the ballot. We're adopting a new format, as suggested by Councilor SarcFa. Eac
[quote who="TOV" reply="68" id="2855732"]I just noticed that the Torian's Cultural Enlightenment, which leads to Healing Pools and other morale techs, have a really low AI value (5). This prevents them from researching them, at least, not early. I've bumped up the value considerable, and they should research these techs on their own in my next test game.[/quote] That explains it. That's another one I noticed as a big "what?" that they didn't research. Actually, most of the
Thanks for the report. My focus on the Iconians has paid off. I'd say they're ready for release, but I'm doing some polishing. I'll respond by race, then go general. Drengin : Do alright. I only made minor changes for them: Diabolical and Imaginative Research – Category Communications to Research Ultimate Diabolical Research – Category added – Research (Pure Re
Somewhere out there - perhaps even in the game manual - population is described as the tax-paying, weapon-toting, card-carrying members of your empire. That is, it's not the entire population, just the ones loyal to you. That's why planet populations can grow so quickly. The planets are considered to be filled with an unspecified population that isn't part of the empire. So, you don't massacre the entire population; you just exterminate the citizen-sol
***SUPPLEMENTAL TRANSMISSION - SECURITY LEVEL ALHPA*** Cmdr Mekoides: In the interest of saving time, I'll respond to all concern
It works. It's not perfect in the regard that the minors aren't part of the UP, are completely exempt from the influence game - no cultural takeovers - and are exempt from victory. Given that, you can have up to 17 opponents. I'm currently involved in a game with 8 majors and 8 minors.
Well, it's been several days since the opening of discussions. Perhaps it's time to prepare the ballot?
Started running another test with the Iconians when I had a big realization. After two years they were once again in last place. Thing is, they started out pretty strong, but by the two year mark they hit stagnation and fell behind. I took them over and started looking around. I quickly noticed that half their colonies had absolutely zero production - the Aquatic and Toxic worlds they had colonized. Then it hit me - Super Adapter isn't a Super Ability at all, but
[quote who="deweyjohn" reply="56" id="2849633"]I test games with the following steps: . . . [/quote] What he said, except I don't destroy my minor. I find that taking over the minor and clicking the turn button allows a more detailed view of the game. For instance, you'll get the pop-ups when races build their super projects and galactic achievements. To enable cheats, you just have to add " cheat" to the target of your shortcut. Like so:
[quote who="TOV" reply="53" id="2849321"]You said that they would research Organic Materials after changing the category to Miniaturization. Maybe, if you did the same to the other techs it's not researching, it might finally research them. I'm going to try that in my next test game. [/quote] True. I categorized Organic Hulls and Self-Healing Hulls as Hull and they don't get researched. Thing is, the Iconians aren't researching Expert Engineering or any of their other
Test Games . . . Sounds like you guys are doing it the hard way. I don't actually play out my test games. At first, I was using the cheats to let them auto-play, but that breaks down between year 2230 and 2231. The game just can't handle it. Then I had a good idea. I used the cheats to create a pop-up minor, then used the cheats to take over said minor. After that I could just hit the turn butt
I'd love to see this one sorted out. It would make me cry just a little if this turned out to be broken.
I tweaked my Iconians and ran a test game out to four years last night. I had an epiphany and turned off tech trading and mega events, so I could see exactly what they researched on their own. After four years my observations were: Scatter Gun 2 is the weapon of choice, so Scatter Gun 3 seems to be a road block. They never researched Xeno Comms or Universal Translator, so they never had a chance to research their econ techs. This is why I t
The math itself is pretty simple, but there's not a simple, easy way to get all the numbers you want. I plugged the equations into a "graphing calculator" website and went through the numbers to make a table. The one below is for Stock Markets, and you need a different table for every building. Based on the number of tiles it takes you to reach a certain population, you can see how many Stock Markets you will need to make the same amount of money that having the extra 1-4
***SUPPLEMENTAL TRANSMISSION - SECURITY LEVEL ALHPA*** Viceroy Gunray: Any exchange with the Gnolams will be quite minor. The Galactic Bazaar, once complete, gives us a strong position to negoti