[quote who="OShee" reply="947" id="3513812"] Thalan in one game done the research on Terror Stars [/quote] We maybe could give this tech an additional bonus (eg. Repair), so it's not totally unuseful for the AI in these rare occasions. [quote who="OShee" reply="947" id="3513812"] Starbase Modules: Battle Stations I/II/III modules seem fairly balanced. But, AIs pick hull techs rather late, apart from Iconian and Arcean. Mostly they will get tier 3, 4 or 5 of
Maiden666
[quote who="MabusAltarn" reply="943" id="3513727"] There's no way to force the Korath to grab soldering. When AIP7 has SA Super Annihilator it ignores any and all Invasion tech. [/quote] What about Planetary Defense? SporeSA obviously doesn't need soldiering as an offensive stat, but to make their core worlds harder to invade it could help.... [quote who="MabusAltarn" reply="943" id="3513727"] Interesting that they skip Universal Translator though. That
[quote who="OShee" reply="926" id="3513482"] In other words, weapons need balancing. [/quote] Why? The design-philosophy of SD/vanilla is to incorporate an extra random element into the military progression of the races via *unbalanced* weapon-mods. AI's do not examine their techtrees and then choose a best path. So they sometimes go for a weak weapon, their neigbors might go for a good weapon, their distant neighbours go for medium weapons. The weak weapon
[quote who="SilasOfBorg" reply="902" id="3513278"] be fun and thematic for Iconians to have high repair. [/quote] well they have +100 more repair than any other race, and, by that, always have more than, at least factor 2.5 or up to factor 3.5. but the repair ability doesn't seem to work linearily [e digicons]:annoyed:[/e] . At 100 repair +11/+12 is the max, at +200 +15/+16 is max, and at +240 +16/+17 is the max. so giving them another +100 will incr
OShee the "Events" list is also good for showing the technological progression because it will give you a chronological list and the time needed to research, and sometimes it's even possible (by the length of research) to deduce if a tech has been techtraded (although it might also be Creativity [e digicons];)[/e] )
[quote who="OShee" reply="894" id="3513216"] "I built an assist module starbase on my upper border with the Krynn and I noticed something strange. No matter if it was a single ship or a fleet of 3, bonus from starbase was same: +1 beam, +2 missile, +1 mass driver. Can anyone else confirm it? It that bonus applies only once, then the whole Starbase tech branch is way too expensive for the bonuses it provides and it needs to be reworked" [/quote] This is a display bug. SB Assi
[quote who="SilasOfBorg" reply="881" id="3513038"] In a game with a higher ratio of planets : civs I think you will see more of this, of course, and this is where the AIP7 races really fall down. I already know this, so I play in more compact setup to give AIP7 some chance. I have high hopes that Frogboy will be able to fix AIP7 to either colonize "everywhere" -- though I'm not sure that is wise -- or at least colonize planets in unowne
[quote who="SilasOfBorg" reply="884" id="3513101"] No kidding... well in a sense the Psi weapons *are* two generations up; you skip three techs and go straight from Harpoon III to the equivalent of Photon I (but a bit more expensive), skipping right over Photonic Torps. I think they're fine where they are. What isn't fine is that the AI is willing to spend thousands more TP pushing up the Photonic (or equivalent) line instead of grabbing Xeno Ethics and
[quote who="OShee" reply="876" id="3512994"] Maybe, but at this point (120 turns in) they abandoned all other tech branches in favor of colonization techs and don't show any sign of stopping. Altarians for example, don't have any morale, economy, factory or farm techs, and they only reached as far as Xeno Research, which gives only +5 research and no better labs. If they continue to research more of the colonization techs, they will be stuck for another year, and right now they a
[quote who="SilasOfBorg" reply="808" id="3512358"] They both had very bad starting positions. [/quote] Silas, please take a look on what OShee posted [quote who="OShee" reply="873" id="3512936"] Torians performed badly because as you can see, they started at the 12 o'clock position with next to no worlds nearby. They still managed to colonize a lot of planets.
[quote who="OShee" reply="870" id="3512915"] Oh, my mistake then I would have never guessed it's individually for each module So 20% luck for Universalists then? What about their Economy, back to +5 from +10? [/quote] Fine with me, from my point of view they are still a good pick. But if this is implemented we should change the racial luck as well, to either 20 or 30, because a luck ability of 45 will really only mean 40 in many calculations. The Altarian
[quote who="OShee" reply="868" id="3512901"] I'm not sure how it works cause it's almost impossible to test, but I always assumed luck bonus applies after combining attack of the fleet. Anyway I agree, in small numbers (10%) it's not doing almost anything before you get stronger ships/fleets. But same applies to Weapon and Defense abilities. 4 ships with 3 attack each put in a fleet will dish out 12 max damage, 6 on average. With 10% Weapons ability this does
[quote who="OShee" reply="862" id="3512855"] Repair Ability Honestly, this is one of the weakest stats. Lets leave just 40% option for 10 points. [/quote] I agree. This stat is very weak. [quote who="OShee" reply="862" id="3512855"] Universalists: 10 Economy, 10 Defense, 25 Luck, 10 Population Growth. 50 points worth. Not really the point worth/cost is the problem, it's the abuse of Luck stat. 25 Universalists, 25 ability. That's 50 Luck right there
Yes, #2 is spot on :) although it doesn't really matter much since the aura is semi-transparent. Tell your friend he is hired [e digicons]\o/[/e]
this ones is better, as it retaines most of the semi-transparent white aura of the original file:
[quote who="OShee" reply="851" id="3512709"] The problem is, I don't know how to make the background neutral, [/quote] there you go, but this graphic is missing the white border around its outside [e digicons]:([/e]
[quote who="Frogboy" reply="830" id="3512549"] Greetings! Just wanted to check in and see how things are going. There was talk that a code change was needed? I have asked for a VM to be made so that I can compile it though it would not be a pleasant task (you have to run on Windows XP to get it to compile). But if necessary I'll try to do so if the SD team has the VM ready for me. But otherwise, where do things stand? Thanks! [/quote] Hell
[quote who="SilasOfBorg" reply="827" id="3512512"] Whoa! That's not right Maiden, it should be 1 and 2. Though 10 and 20 would be kinda fun. [/quote] We had that in DL and it was more or less annyoing^^ You're right, but there's still something off. If you for example pick Drengin or Terrans (who have a +10 speed bonus) and if you pick an additional bonus, then the new bonus is shown as +11 or +12 in the left field (altho
doublepost
SilasOfBorg, I didn't read your last post because I wrote too slowly^^ Just a note (I'm thirsty :)) some of these specialized weapons were introduced to acutally boost or throttle an AI. Esp. the vanilla game is far more randomized as we actually perceive it. I think this is ok as it is. But I like where you going with the psionic weapons, they are way too strong and I'd like to see that fixed. Those weapons as they are now totally defeat the purpose to do addition
[quote who="OShee" reply="816" id="3512404"] Question 1: Drengin SA seems weakest of all, is there a possibility of editing Dominator Corvette's, so they could have +1 more weapon? Like adding another Rail gun or something? [/quote] [quote who="MabusAltarn" reply="818" id="3512455"] It is possible. I think Marvin did something with the Super Dominator's in his mod. [/quote] He actually did the opposite, reduced their weapons by 50%. SuperDomin
Currently playing a testgame with the Drath, Medium galaxy, abundant habitable common stars/planets/asteroids/anomalies, techtrade/broker/stealing enabled, randomized enemies/minors. Turns out to be Drengin, Human, Krynn, Iconian & Arcean, and a handfull Minors. Started in a corner with a few good systems in reach, colony rush went well. Afterwards had to rely on anomalies and techtrade to let sliders at 100% because the Draths population growth is a huge throttle. Without techtra
In AbilityBonuses.xml the costs for additional TradeRoutes uses still the old values: 19 3 Gifted Traders 1 1 Superior Traders <Option
[quote who="SilasOfBorg" reply="808" id="3512358"] No idea. I checked the data files in the most recent mod and didn't see anything amiss -- the only techs with WarProfiteeringAbility are "Invisible Hand" and "War Profiteering", and only the Drath have those. I had tech trading off and tech stealing off. Not that that should even matter with those techs, because they're untradable and unstealable. [/quote] Could it perhabs be that they g
[quote who="SilasOfBorg" reply="803" id="3512340"] Altarian - 14 colonies, 1582 bc income (9% from trade, and a whopping 30% from War Profiteering!) [/quote] Do the Altarians now get War Profiteering? [quote who="SilasOfBorg" reply="803" id="3512340"] Korath - 4 colonies, [***] no planetary invasion though). [/quote] I think they were left on their AIP so that they wouldn't pursue this but instead they should have researched spore we