SilasOfBorg

SilasOfBorg

Joined Member # 3648179
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[quote who="Maiden666" reply="1104" id="3517312"] I've taken the liberty and integrated OShee's changes into GC2Types.xml: [/quote] Thanks Maiden! I'll plug those into my weapons spreadsheet (which calculates cost/power, power/size, and some other scores) and run some battle simulations. Should be interesting.

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Late to the pre-release party, had a very busy week. Glad to see the mod and Frogboy's fixes are working nicely together! I'm all for locking down the CU -- it has to be done sometime and I think we're in a very good place to do it. OSHee, you are still mostly ignoring the fact that a very small advantage in power/size ratio can translate into a very large battlefield advantage. A ship with 11 attack vs a ship with 10 attack won'

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[quote who="MabusAltarn" reply="1047" id="3516026"] Wrapping up... This will be the last week where I implement changes and suggestion. Sunday will be the last day of CU development. No product is flawless but the CU's been tested over and over and over again and again and again. If there's mistakes left they are bloody difficult to find. AI performance is good if not great. At crippling I have to pull out all the stops just to keep up. I shudder to think wh

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[quote who="MabusAltarn" reply="1033" id="3515661"] It's imbalanced by design. [/quote] Excellent point, we're not trying to homogenize all the races and make sure everyone gets equal everything. --- Results from a 100 turn test game with 5.6.5. Large, Painful, Scattered, 10 civs, ~120 planets. Took a snapshot at 50 turns. Another game with the Drath, by turn 100 every civ was at war. Tor

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Nice work on the AI values, Mabus -- seems you're becoming a bit of an expert on GC2 AI "thought processes". :) Liking the rest of the changes, and will hopefully have some time this week to give 5.6.5 a proper spin.

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[quote who="MabusAltarn" reply="1014" id="3515052"] I'll make a copy of information warfare and have it unlock with Xeno Propaganda. That should work. [/quote] Excellent! I'd never looked at InvTactics.xml before now; that seems quite feasible. You can always change the name to "Invasion Propaganda" if the game doesn't like duplicate names. If I may suggest a different description more fitting the Drengin: <Description&g

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[quote who="MabusAltarn" reply="1010" id="3514960"] Version V.5.6.0. [/quote] Sweet!! [quote who="MabusAltarn" reply="1010" id="3514960"] =Krynn/Arceans -Get a cheaper version of Radio and Heavy colonization respectively because it fits well within their techtree and there's merit to having each X-Col tech available either through "early access" or via an SA. (PS there's a reasonI picked Radio for the Krynn. Try and guess what it is). [/quote]<

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[quote who="MabusAltarn" reply="996" id="3514222"] Minor update. Version V5.4.1 [/quote] /shakes tiny fist I can't test these as fast as they're coming out! [e digicons]XO[/e] ... but its because I've been working extra this week (only 2 of my 6 person team is in) and I've been fighting a cold. There's enough goop in my eyes to power some kind of nuclear eye-goop-reactor for months. Keep up the

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"Fun" game, 5.3.3, Large/Scattered/Abundant/Painful, 10 players. Keep in mind I haven't entered cheat mode and looked at anything yet. Another game with the Drath (started next to me, and I decided to make nice with them -- their SA terrifies me), so lots of wars broke out early. The Terrans attacked me, and the Torians, Iconians and Altarians piled on, and it looked bad for a while (the Terrans had nabbed a class 17 an

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[quote who="MabusAltarn" reply="955" id="3513861"] Version 5.3.3 [/quote] Thanks Mabus! Will play a bit longer game to see how the midgame goes (if I live that long, hehe!). I think the early game is in a really good spot right now.

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[quote who="MabusAltarn" reply="952" id="3513847"] - AIP7 UT research is unreliable [/quote] Like others, I have on occasion seen AIP7 ignore basic dip. tech. I have also seen it race for StarDem, ignoring other tech branches. Most often, though, it is somewhere in the middle. So I'm not sure you can do much to affect this in the XML... [quote who="MabusAltarn" reply="952" id="3513847"] - Altarians un

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[quote who="MabusAltarn" reply="952" id="3513847"] - Thalan defense module (is it actually in use?!) needs to be nerfed. [/quote] It is currently commented out. This is fully intended, if I recall correctly from earlier discussions about the Hyperion Starbase modules. [quote who="MabusAltarn" reply="952" id="3513847"] - BattleStations need to be buffer a little - Attack/Defense modules need to be buffed a little - Terror Star Research

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Test game on 5.3.2, Large/Scattered/Painful/10 players. 100 weeks. Note that the Drath were once again present, and once again the galaxy somehow found itself embroiled in conflict. From 85 to 100 several wars broke out: * Thalan attacked the Drengin * Korx attacked the Yor * Krynn attacked the Yor * Torian attacked the Yor * Torian attacked the Korx * Drath attacked the Arcaen .. and maybe a couple more I

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[quote who="OShee" reply="930" id="3513533"] If you have a choice between 5 Medium ships with 15 missile attack each, 6 Medium ships with 15 mass driver attack each, or 4.3 Medium ships with 16 beam attack each [/quote] I think you slipped a digit somewhere. If I have Medium hull, 10% mini, and tier2 weapons, I can fit 7 Particle Beam III or 5 Harpoon III or 5 Singularity III. That's 14 beam vs 15 missile vs 10 mass driver. 1

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@OShee: Cost per power differentials are actually more or less constant across weapon tiers. Using Mass Drivers as a base (ie 100%), cost per power ratios are: Tier 1: Beam 175% Missile 125% Tier 2: Beam 146% Missile 133% Tier 3: Beam 138% Missile 108% Tier 4: Beam 162% Missile 125% Tier 5: Beam 157% Missile 114% Tier 6: Beam 175% Missile 126% So why would you use beams? &nbs

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[quote who="MabusAltarn" reply="916" id="3513361"] Everyone. I'll be taking a break for this evening and the next two days (25th, 26th). Happy holidays [e digicons]:)[/e] [/quote] Ditto, will be at relatives and whatnot. Enjoy your eggnog, folks! //personally I hate the stuff, but you know what I mean

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Latest test game, patch 5.3.1, Large/Scattered/Painful/10 players. Played about 100 turns just to check on early research. The Drath ended up sitting this one out, and wow. What a difference it made! There were no wars -- zero -- until I got bored and paid the Thalan to attack the Krynn. But that was late enough in that pretty much the entire galaxy was in peacetime development the entire game. Iconians - 14 colonies, 150

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[quote who="Maiden666" reply="900" id="3513275"] From here you can see why a high repair ability is wonky stuff, it will "overrepair" ships, and in the case of tiny/small craft even to the point of a multitude of their original hitpoints, a tiny fighter will have equal hitpoints after repair than a brandnew medium frigate (!). [/quote] This is a bad bug and will potentially torpedo Mabus' suggestions for high Iconian repair. Your other points about repair are wel

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[quote who="MabusAltarn" reply="893" id="3513215"] Quoting SilasOfBorg, reply 892 % of the hull HP? In a test I saw a ship go from 1 to 8. [/quote] Ah. So it looks to be a flat repair amount. I'm ok with the increases then -- if it were % based then lar

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[quote who="OShee" reply="894" id="3513216"] 1. Generic Good looks weak at first glance. But here's the thing: races that start as Good get extra access to +25 Creativity and +10 PQ bonus techs. This I guess is intentional to make it more attractive for Good races to stay in Good alignment. Problem is, Terrans are now Good, and don't get this bonus. Drath are now Neutral, but get access to those techs. [/quote] Nice catch. I think this should be rectified.

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First, some math to drive home my point about NLCs: Three different scenarios: 1) You have 6 tiles free for science Build 5 Sphere and an RCC: Build cost: 1300. Maint: 33. Research: 75. Cost per TP: 17.3 If you instead build 5 Spheres and an NLC (must have at least 5 Spheres to make RCC worthwhile, cost-wise): Build cost: 1500. Maint: 35. Research: 90. Cost

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[quote who="MabusAltarn" reply="887" id="3513192"] The NLC It's very expensive to build at a cost of 500. The Research Coordination Center is 300 and the NLC is basically an RCC with +12 research slapped on it. [/quote] Yeah, you're getting the equivalent of an RCC (cost 300, maint 3) with a Discovery Sphere (cost 200, maint 6) slapped on it, for half the maint (NLC is 5). And you're getting an extra tile out of it. And you can

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I'll often send ships back to a friendly planet for repair so they don't get busted up in the field. The less I have to do this (ie because repair will take care of it) the stronger my invasion will be. So I'm not sure repair is all that bad either, especially since IIRC it applies to starbases as well. I say leave it as is for now.

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[quote who="OShee" reply="883" id="3513080"] But, but, wait, if they didn't, how come they got money from profiteering? [/quote] Sorry. Double negative. They have always researched it. [quote who="OShee" reply="883" id="3513080"] - RE: Psionic weapons: Please remember that in order to get these powerfull weapons, you have to be Evil. That means you'll be fighting more wars. I okay with having them skip t

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