AIStrategyDefs.xml GalCiv3AIDefs.xml Both in the ..data/Game folder.
Horemvore
[quote who="Green_Baron" reply="27" id="3643689"] Just did it, so lets see how well it works. Also noticed that although I've been a member for ages, I have never posted. [/quote] Gratz on your first post :)
Pirates and the AI....they are like Supermans Kryptonite to the AI, is absurd the way they avoid them.
[quote who="Mystikmind" reply="57" id="3643713"] I did not know any production is carried over?? I have not seen any evidence of this? [/quote] It does.
Since getting to the route cause of the AI's issue with avoiding Pirates like the plague is beyond my reach atm (Hopefully there will be more modding support with the workshop support dlc if it is still on the cards). I think removing the encounter is the best of a bad bunch. AI and Humans will at least be on equal footing, it will just mean the player HAS to grab the precursor anomalies asap. It is either that or remove them from the equation.
[quote who="Wotan2a" reply="77" id="3643650"] On the diplomacy side, the changes you made may still be slightly overpowered. [/quote] Did you have Ripe for Conquest active? Or had you nullified it buy having enough ships?
The invasion mechanics went away. Tribbles ate them.
[quote who="Bertrand1234" reply="8" id="3643676"] Thanks for the tip, I will try. Arround turn 300 my homeworld have a population of 25, with a cap at 29. [/quote] Dude no wonder you found it hard and decided to mod it to suit you better, you simply do not understand the mechanics. GC3 is all about RP and the single biggest booster to RP is....Population. Your homeworld should have 80+ pop at least. (I aim for 150) [quote who="Bertrand1234" reply="8" id="3643676"]<br
[quote who="Wotan2a" reply="80" id="3643701"] It kind of defeats the purpose of having them in the first place and makes them incredibly overpowered if the AI does not pick any of them up. Some of them have really big bonuses so if the AI never takes them that is definitely a game breaker. [/quote] They do not take them atm. Removing the Encounter, they would treat them as any other non defended anomaly, basicly gobble them up right quick.
[quote who="Mystikmind" reply="54" id="3643695"] Five tiles is it? [/quote] 6 Actualy, Standard, Ideology perks can boost this, alot. EDIT: Military Subsidies is your best friend btw, in regards to producing ships quickly that a shipyard would normaly take an age to build. For example, currently I have a shipyard that takes 24 turns to build a colony ship, I switched 1 of the 3 planets sponsering to Military Subsidies and they get produced every 3 turns now.
[quote who="admiralWillyWilber" reply="4" id="3643686"] How do you change strategies to colonise whenever possible. [/quote] You play with this:- Colony 5 &l
IAB is what I actually based the AI Tweaks off. I was including IAB's diplomacy in GST for a while, upto 1.71 which broke it. I was waiting for it to be updated to re include it, but I hear along the grape vine it got discontinued due to the mod author been "Encouraged to leave the forums". Hense I made ID. I will take another look at what he did to increase invasion range. Cant find a AI Mod by Deathwynd though.
[quote who="admiralWillyWilber" reply="2" id="3643664"] From reading posts on AI strategies it stops colonising after a limited number of turns. Something like 30 this needs to scale by map size [/quote] Not currently Possible. You can however change the strategies to make the AI colonize when ever possible, even during wartime...
Krynn Shadow Temple is now a player wonder. Added Wealth(Its classed as a wealth hub) modifier to compensate. Wealth +8 and an additional +1 per level (Wealth) Diplomacy +1 and an additional 0.1 per level (Wealth) Thalan Xeno Anthropology, Universal Outreach & Future Studies are now player wonders. They have had the Influence per turn increased to compensate. Xeno Anthropology - 0.4 Influence per Turn + Add
[quote who="hfxnikolai" reply="34" id="3643657"] Horemvore: This mod works great, but did you nerf the diplomacy bonuses for race specific buildings in it as well? I was playing Krynn last week and noticed the Shadow Temple gave +2. I built 3 for other reasons then noticed everyone was in love with me.... Thanks [/quote] Was not aware there are other Diplo buildings! My bad for not searching I guess. <span style="text-decor
[quote who="Larsenex" reply="76" id="3643592"] Each weapon needs a specialty component that is like the shield punch/ shield leech. ... [/quote] There are already?
[quote who="Wotan2a" reply="77" id="3643650"] Looks good to me. makes them harder to kill with a single ship but still vulnerable to a dedicated attack. The AI should assign them a priority in its attack logic, they also should cost more to build so once destroyed they cannot be replaced in one sigle turn. A progressive cost pegged to the current age would be nice. [/quote] I did increase cost, doubled it. I can see if there is a away to make the cost progressive. (I know I
I already have the cap increased to 1150 with all modules :) 500 base Engineering Systems +100 Adv Engineering Systems +150 Military Defense +250 Adv Military Defense +150 I have also increased the Attack & Defense a bit more for Military Starbases in my current test build. They were still getting owned by 4-5 medium ships.
BattleBehaviorDefs.xml, just delete it, its in the Improved AI/Game folder.
[quote who="Wotan2a" reply="65" id="3643118"] Giving the shipyards a boost in offense and defense at the cost of manufacturing would be OK with me. Right now they are just sitting ducks even in the early game. Even just a good boost in hit points would help. I can understand having to defend them with fleets in a full out war but having them fall to one well equipped ship is a bit much at this point. [/quote] This is my proposed changes for Shipyards:- Increased Ship
I commented out the GlobalCombatMod reference to ship maintenance and added it to the Civilization Capital improvement....and it works fine, I will keep it like this as a fix for my Trek mod until SD can fix it themselves:- CivilizationCapital <DisplayNa
It has something to do with GlobalCombatMods or GlobalFactionMods because this does not work either:- Maintenance Global <
The modifier does work, I use it alot too. BUT its not for SHIPS!! Taking a quick look at the Schema Ships have their own modifier ShipMaintenance! The code should look like:- ShipMaintenance <span style
Death at the hands of the AI does not count though.......
Remove all 3 mods. Install this:- Improved AI All in one mod consisting of AI Tweaks 1.2 , Informative Diplomacy Cosmetic and Gameplay 1.7 and <a href="http://www.nexusmods.com/gala