Maiden666

Maiden666

Joined Member # 3434576
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I cannot remember how many times these forums did eat up my posts [e digicons]X([/e] although lucky this time it was still resident in memory...: (I really should get an addon that will autosafe forum posts...) [quote who="OShee" reply="582" id="3509367"] 1. Some civs didn't build any farms on most of their worlds, only Krynn had 12-14b pop on half their planets, rest had 8b on around 80% of their planets. [/quote] I'm glad that someone else

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[quote who="MabusAltarn" reply="585" id="3509372"] Not every AI is as eager to put farms down. There's not much we can do here. [/quote] I think we can, although it would require an change of attitude, away from the spamable farms approach. We just integrate an additional +10 or +12 (etc) food cumulative to various 1pp structures (whose techs are made untradeable, unstealable) and you will see all planets will evolve at least the possibilty to get this high capac

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[quote who="MabusAltarn" reply="585" id="3509372"] I'm aware of the AI's behaviour in this but this can be exploited just as easily by parking a fleet of slow but heaviliy defended ships on top of a starbase. [/quote] This is interesting. Will the defenseships always be attacked first and the starbase only afterwards if all other ships were defeated in total disregard of the decimation of firepower of common fleetbattle?

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[quote who="MabusAltarn" reply="586" id="3509377"] (I think you meant Rally Point manager). I use a LOT of rally points and it always bothered me the window was so small. I could make it a little smaller I suppose. [/quote] I see it now^^ (I was looking at the Governor screen^^). Good change. Yeah, the above map is kinda meaningless from medium-maps onward anyway....

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According to my calculations, the doubling in logistics did decrease starbase-costs by merely 10%. Does this really make a difference? We could probably increase it even more, Mabus do your changes even support 3 digits? BTW on the FleetManager-changes - I'm not sure why the window has to be longer....? Not that I use rally points at all....

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Does anyone know why exactly logistics have been doubled? The log points of medium/large/huge ships under "manage" now show only up as "....", this doesn't make fleet managment more easy (if one wants to fill his fleets optimally to the maximum). The place seems to only allow a single digit......

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[quote who="SilasOfBorg" reply="564" id="3509157"] I actually wouldn't mind them being non-destructible, if the @!#(* programmer who implemented that would have kept track per *race* instead of per *player*. That way, I wouldn't care if the Torian Economic Capital had already been built, and I capture it, I can still build the Arcaen Economic Capital. [/quote] You'd simply have to queue it before you get a foreign one, then you

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[quote who="DARCA1213" reply="565" id="3509164"] I think we need a list of existing bugs we haven't fixed. [/quote] Well, if any changes to the executable would be possible there would be those: - Influence Points bug (from 1-999 their value is enormously high, so you can trade them for good money) - Fill up starting colony module to max value -1pp there's surely more. In DA I knew a boatload, but I'd have to recheck

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[quote who="SilasOfBorg" reply="558" id="3509145"] Hm. I tried adding this, just to test, and it didn't let me decomission the buildings after I built them. Made sure to put the XML in the right place and that I was modifying the right file.. [/quote] take this file http://www.xup.to/dl,20461993/PlanetImprovements.xml/ tested + works rename orig fil

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That's true, but as long as your own one is only queued somewhere you could destroy the foreign one, and it is refunded. Then you queue it also (and only) on that planet where your own is and then there are 2, and you can even finish them. That way, eg. a SuperProduction world with multiple ManuCaps could be constructed, although you'd have to seriously delay the completion. In DA that was even possible with GA like eg the MCC^^^^ On the influence-stuff: I'

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[quote who="SilasOfBorg" reply="552" id="3509071"] Ah. Good to know, thanks for the clarification. [/quote] You could make them destructible by adding this tagline to those 3: 1 although this opens up a possible exploit to "farm" them on a single planet (if you get foreign ones...)

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[quote who="Gaunathor" reply="531" id="3508182"] However, I've seen enough examples where the logic just doesn't add up, in my opinion. [/quote] Because it's only a sample. I'm sure it has other rationales who are responsible for that. But in order to know we'd have to have examine this/these situations in detail, and with great care, and then also rule out other possibilites and exceptions. And then we still aren't able to say that in all situatio

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[quote who="Gaunathor" reply="527" id="3508140"] Just because you wouldn't, doesn't mean that nobody else would. We have to take all players into account. [/quote] I agree, but you asked me "if I would do that" so I answered accordingly... [quote who="Gaunathor" reply="527" id="3508140"] I want the AI and player to play the same game. If one side can't use something due to a bug, then that is not acceptable to me. No matter how minor the proble

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[quote who="Gaunathor" reply="527" id="3508140"] I've seen the AI use those ships to survey anomalies. Otherwise, I wouldn't have considered trying to do this. Still, it doesn't matter, because I can't manage to recreate what I did back then. I'm missing something, but I don't know what. [/quote] Ok, I'm sorry, I didn't guess to that. But it's nice to know that it can happen, although I've also unsuccessfully tried it (by altering GC2S

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[quote who="Gaunathor" reply="519" id="3507954"] To get more Survey ships out. Something any player would do. [/quote] But these scouts aren't set to auto-survey but to explore the galaxy! I've informed you about this here: [quote who="Maiden666" reply="513" id="3507873"] scouts are automatically used by the AI to explore the galaxy, even if they have a Survey mod on it. Simply built one and gift it to him, you'll see. [/quote]

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[quote who="Gaunathor" reply="505" id="3507767"] Why would the basic Cargo hull be faster than any other hull? I don't see the logic in that. [/quote] Probably because it is a non-military vessel who doesn't need alot of structural integrity like warships. They do only have 1 hitpoint basically alot of armor metal must be missing, reducing its mass, it can be accelerated with lesser energy. But frankly, I don't know. It's not that these ships exist fo

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[quote who="Gaunathor" reply="515" id="3507903"] I know, but I actually got the AI to build Scouts equipped with Survey modules while working on Autumn Twilight. I'm just unable to reproduce it. [/quote] Ok, but what's the point then in making him do so? [quote who="Gaunathor" reply="515" id="3507903"] 3. Destroy the Power Plant (decomission it; sell the planet to a race that doesn't have the Power Plants in its tech tree; get the planet invad

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[quote who="Gaunathor" reply="505" id="3507767"] I only removed the Advanced Navigation Center because of the 1pp-bug. Otherwise, it would still be here. Also, the "engines" part in the hint is referring to "physical engines", i.e. Hyperdrive, not the Navigation Centers. The issue with the Survey Ships, however, is more about balancing, which makes me less inclined to use drastic measures. [/quote] I don't know. Seeing that picture where you see 2 planetary improvem

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[quote who="Gaunathor" reply="507" id="3507786"] Okay, I've tested it, and it doesn't work. The AI only places Basic Support modules on their Scouts. On a medium map, no less. Something is amiss. [/quote] AFAIK scouts are automatically used by the AI to explore the galaxy, even if they have a Survey mod on it. Simply built one and gift it to him, you'll see. On the other hand if you gift him your starting Survey Vessel he will invest anomalies. So what h

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[quote who="MarvinKosh" reply="504" id="3507763"] Regarding the build costs for factories, I was thinking that, if they aren't already, make them proportionate to the factory output. If there's a percentage bonus to manufacturing, then factor in the bonus output that will create on the improvement itself and an initial colony tile. Which is quite cheap, all things considered. [/quote] Wouldn't that make some factories even more cheap as they are now?<

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[quote who="Gaunathor" reply="500" id="3507701"]When I began adjusting the improvements, I asked, if the new buildcosts were okay, or if anyone saw any problems with them. I didn't get any response, so I had to assume that everyone was fine with them. [/quote] I became of aware of this here when the thread already was at page 10 or 12, probably missed it. [quote who="Gaunathor" reply="500" id="3507701"] However, if the low costs cause problems for the AI, then we

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I'd like to see the AI doing better in managing its finances, right now, only the Korx seems sometimes to be able to keep their production slider at 100% (due to early freighter income) I've increased my testgames to also include year3 but still production is generally between 33%-80%. That's bad, such an AI isn't much of a challenge, because I can keep it at 100% throughout the game even with all the added racial & improvement bonus

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[quote who="DARCA1213" reply="471" id="3507301"] Admit it Gaunathor. You built the Yor too well!?! [e digicons]:)[/e] [/quote] They are overbuffed, but that seems to be the current status-quo with basically everything. However, I don't know your current modus operandi, but playing an immense map on very fast tech speed isn't helpful here^^

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