[quote who="Maiden666" reply="877" id="3513011"] this is what I ment with "slower colonization". In this case Torians had a super-bad starting position but they still manage to grab alot of planets because they send their colony ship flying out and in all direction they manage to spawn colonies. [/quote] The Korx also did this in my recent game, to a small extent. They were spread out, but did manage to get a decent # of planets even though their home clust
SilasOfBorg
Latest test game using my "knife fight" scenario, CU v5 Beta 2B. Large/~120 planets/10 players/Painful, with "scattered" stars to try to even out the starting positions a bit. Moreso than other test games I've played so far, the galaxy got very violent very early. About 70 turns in, several wars were started in quick succession: * the Krynn declared on the Yor * the Torian declared on the Korx * I declared on the Terrans<
[quote who="OShee" reply="862" id="3512855"] Empathic Tactical Center: it gives 20% bonus to weapons, but Good civs get access to better defenses. Bonus to defense would be more in line with what bonus components already establish: good - defenses, neutral - defenses/weapons, evil - weapons. Giving it back 20% bonus to defenses will play more to good civ strenghts. Besides, +20 weapon makes it good enough to actually choose good as an evil race. [/quote] In all my tests/simu
[quote who="OShee" reply="856" id="3512768"] Edit2: alright, here are 3 versions: [/quote] Well.. I think #2 looks about right. #1 is too thin, and #3 is too thick. But that's just from eyeballing it. The real question is, what do they look like on a planet map next to other buildings?
[quote who="MabusAltarn" reply="841" id="3512649"] No change to pulse cannons (They seem to fit perfectly between Singularity driver and Graviton Driver. Typo perhaps?). [/quote] Not a typo, a mistake on my part. I forgot that even though there are "Neutron Drivers" in GC2Types, they aren't used in the tree. So yes, you are absolutely correct, Pulse Cannons at their current cost fit perfectly. [quote who="O
[quote who="MabusAltarn" reply="848" id="3512696"] This is getting confusing.... my idea was to set the psionic weapon to the same damage/size/sizemod as the next tier, skipping 3 techs. [/quote] And you did. I missed the size change. Mea culpa. Note to self: wait a while after waking up before posting.. [e digicons]:(O[/e] Off to see the Hobbit with my sons, then play some GC2 this evening. It's a good day!
Woot! I love getting up in the morning and seeing new goodness. And I have the next week off of work too... it's like, well, Christmas! [e digicons]:)[/e] Like the new tech descriptions. Very nice. @Mabus: I think we had a slight misunderstanding regarding the Psionic stuff, or maybe you just changed your mind. Because of their size, if you set the damage to the next tier you make them obsolete
[quote who="OShee" reply="832" id="3512579"] Actually, sometimes it's good if you colonize in someone else's influence as well. [/quote] "Sometimes" is hard to program. [e digicons]:grin:[/e] The change we're looking for is simple and straightforward, and good in almost all cases. Lets keep it to that for now.
[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!<br
[quote who="DARCA1213" reply="826" id="3512505"] I also standardized life support cost and engine sizes and other things, but tell me if you guys want to try this out first and then I'll see about emailing the file I have. [/quote] I think there's lots of systems out there that *could* work, and some might even be more interesting than Guanathor's. That said, I really like how everything fits together right now and my gut reaction is to le
[quote who="Maiden666" reply="825" id="3512503"] Just a note (I'm thirsty ) some of these specialized weapons were introduced to acutally boost or throttle an AI. [/quote] I get that. But for Ion Beams, the progression was just.. silly. They were so cheap and so good that the next level of available beam weapons was *almost* a step backwards. That's dumb. I didn't nerf them into the ground, just increased the
[quote who="MabusAltarn" reply="820" id="3512480"] Are you experienced with Google Docs? I've got a few spreadsheets there as well and it could be interesting to collaborate on them. [/quote] Whoops. Didn't see that until after I'd done the spreadsheet. But yes, I am. Anyway, it turns out we're mostly in a good place. I have bolded my suggested changes. Beams <
[quote who="MabusAltarn" reply="818" id="3512455"] I had a something different in mind. The evil weapons and good defense become "leap frogs". I'll use the Psionic Missile as an example. The Psionic Missileis unlocked by Harpoon's III. The next 3 techs are Photonic Torpedo 1,2 and 3. So, Psionic Missile gets the same stats as Photon Torpedo I + 10% cost. So, you leap over three techs to grab a powerful weapon that costs a little bit more. To progress you'
Thanks for posting the games, guys. Some interesting perspectives and questions. Psyonic weapons sound damn scary. I think Guanathor maybe overdid them a bit... digging back into older mods, Guanathor's Autumn Twilight has this: Psionic Missile M</C
[quote who="Maiden666" reply="809" id="3512366"] So having a bad starting position basically means only that you get your worlds later. But in the case of AIP7 they don't colonize. [/quote] Ok, you know what, I didn't look at the initial influence circles to see what they looked like. Mabus has a (binary) fix for that, IIRC, but he can't release it yet. [quote who="Maiden666" reply="809" id="3512366"] Sure, but in
[quote who="MabusAltarn" reply="805" id="3512348"] How on earth did they get their hands on Warprofiteering?! That's not in their techtree and only the Drath should have it. [/quote] 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 th
Played a "knife fight" scenario with 1E (next one will be 1F). Large, 10 players, ~120 planets, Painful. I played as a very war-happy Arcaen, but not war-happy enough. I didn't keep up with the galactic military race (eliminated the Korx early, and my econ went into the doldrums for a while), and while I was fighting the Korx the Terrans, Drengin, and Yor declared on me. I bought the Yor off, but t
Those changes sound reasonable to me. I'll try out Beta 1E for my next game.
CU v5 Beta 1D test game, played around 100 turns. Large map, 10 players, Painful, lots of planets. My favorite "knife fight" scenario. Thanks again to Mabus for clueing me in to Ctrl-Shift-Z; I was able to take a pretty in-depth look at the AI performance: Korx - 16 colonies, 1400bc income (healthy 23% from trade). Spying slider maxxed of course but "only" sucking up 270 bc/week. Had Medium hulls, Planetary Inva
[e digicons]8(|[/e] I would not have expected that. From the wiki: [quote] Z - Enables autoplay/Quasi- Hot Seat Game (the AI takes turns without waiting for the user) [/quote] That doesn't really scream, "take control of a computer player". Thanks Mabus!
Fantastic work guys! Will start another test game with 1C. From my 1B game, I have to say that at least in the early-mid game, all the races seem quite competetive, even in my close-in "knife fight" setup. I'm mostly relying on the econ/pop/military graphs for that assessment (as well as Ctrl-U and looking at planetary development/holdings). Speaking of looking at the AI, how do you guys tell what the AI ha
Mabus, did you pick up my final changes to the Thalan gov. tech descriptions from post 763? It went through a bunch of edits and you got one of the intermediate ones for Beta 1B.
Wow OShee, I have no idea where to start with those numbers. I'm not a good enough GalCiv player to comment on most of the points you made. It sounds like you're trying to address only the worst imbalances, which I think is wise. So I thought I'd hate the 100 point system, but I started up a few games with different races and I actually don't mind it at all. Sometimes I have 5 points left over, but there's
Got it! Will try a game with 1B tonight. Edit: Mabus, my bad, I edited my Thalan post a bazillion times and you got one of the intermediate ones with a few grammatical errors and a couple other things I didn't like and eventually changed. Could you update it for the next cut? I promise not to make any more changes... [e digicons]O:)[/e] Thanks for the upload!
9000 edits later.. ok, I'm happy with my edits to OShee's ideas. Won't touch it any more. Probably.