Horemvore

Horemvore

Joined Member # 3791731
28 Posts 580 Replies 1,908 Reputation

[quote who="zuPloed" reply="73" id="3643517"] Also in the current build the AI on godlike doesn't build transports up until turn 60 (after that I stopped testing), even if you dow them on turn 15. [/quote] That could also be down to my Strategy changes ( I dont think Wartime kicks in till 60 ish ), I will tweak them. Edit: Nope its set to 30, might still be a tad high though.

156 Replies 330,542 Views

[quote who="Demetor1" reply="3" id="3643504"] in Diplomacy the button is grayed [/quote] Known issue by the devs. As others have stated there other ways to start Diplomacy with your team mate. If you look at the Mini Map in game, then click on the Power Tab, click on your team mate here, works fine.

5 Replies 10,196 Views

[quote who="neilkaz" reply="67" id="3643474"] One comment about the AI in my previous game. I rushed for Planetary Invasion right after Gaia Vortex and took two undefended Torian worlds around T30. Their other three were defended. It was at least 20 turns before I could get a meaningful war fleet over there, and still, the Torians didn't make transports and take back their planets! [/quote] I have changed this since. [quote who="neilkaz" reply="69" id="3643495"]<

156 Replies 330,542 Views

[quote who="admiralWillyWilber" reply="70" id="3643511"] Well I think I can help with that invasion thing. I read about it in other posts. Ai wise decides what to invade had d on seize of map this scales in a text file. I don't know the name of it, but the range for immense is 16. You should make these bigger. [/quote] These? 9 &nbs

156 Replies 330,542 Views

That seems to me to be a game install problem. Not a Mod problem. Edit: I use Windows 7 too btw. Did you happen to install the mod to Documents, and end up creating a Documents folder? Where the game can not see the mod? If so just delete said folder and install to ...My Documents/My Games/GalCiv3/Mods

595 Replies 1,789,140 Views

[quote who="bratrstvoNODKane" reply="63" id="3643459"] I dont have to copy and overwrite ShipBlueprintDefs file if I am using ESL ShipBlueprintDefs file, right ? [/quote] Use the hotfix for ESL, its up on Nexus. [quote who="zuPloed" reply="64" id="3643460"] I have been studying the battle behaviour changes a bit, here are my thoughts (basicly theory crafting so far): [/quote] I have not looked into them much since including it tbh. I used Go4Celebri

156 Replies 330,542 Views

Soooooooooooo.....I found the source of the Random CTD, a missing planet for one of the minor races. I uploaded a new version of Star Trek - Minor Races (1.4) to the Nexus, download this and extract to the Mods folder to fix this CTD, overwrite when prompted.

595 Replies 1,789,140 Views

[quote who="zuPloed" reply="61" id="3643451"] So, apparently the game couldn't fit the 3 sublight drives and 3 weapons on the ship. I didn't pay attention to the tactical speed, but the combat performance was somewhat disappointing. [/quote] I'll fix that. [quote who="zuPloed" reply="61" id="3643451"] I also saw some weirdness with the blueprints not using or only a little missile defenses... [/quote] <span style="text-decoration: line-t

156 Replies 330,542 Views

[quote who="bratrstvoNODKane" reply="57" id="3643399"] So, thats reason why AI is mass building only tiny/small ships ? + If you can correct that by mod, can you then upload it please ? [/quote] I can. I was not going to since 1.1 was only release today...but, I will :) Updated Nexus, it should be available shortly. If you cant wait... Ooo Ooo Ooo (Pop Quiz!

156 Replies 330,542 Views

Okay, hardly any of the AI Ship Classes marry up with the actual Ship roles! That would explain why I do not see a verity of ships in most AI Fleets! I am going to fix that for Medium, Large & Huge hulls. I do not see the point for small or tiny hulls, if someone can give a valid reason to do them, I will. EDIT: Typical example: Altarian large ships, ALL classed as Assault by the AI. Yet have defined Roles in the BluePrints of Assault, Guardian, Escort and Capital.

156 Replies 330,542 Views

So due to the question asked by bratrstvoNODKane . I decided to check the AI Ships just to make sure. What I found was disturbing, some races have the Huge and Large ships classed as Assault which would be fine on its own, but, tracking back to mediums I find these are listed as CaptialShips. Like WTF!!??!!!? Then with other races they are the ri

156 Replies 330,542 Views

[quote who="zuPloed" reply="52" id="3643347"] untested? I am flattered [/quote] Well I am mid game, and I trust you have played with it a bit regardless, so its tested :) [quote who="bratrstvoNODKane" reply="53" id="3643360"] Does this mod improve AI strategies ? I mean, if AI will play more agressively and will build more big/huge ships than small ones. [/quote] Yes.

156 Replies 330,542 Views

In a nutshell. No. The code for Pirates is not in the xml's :( EDIT: I am not even sure making them a Major Faction and just switching them out for the default pirate will work either. I'll have a play.

595 Replies 1,789,140 Views

[quote who="Larsenex" reply="66" id="3643288"] Horemvore, I see you tinkered with the Space Pirates. I lost my survey on the first turn, (lol). So is that the reason why we have basic ships without

595 Replies 1,789,140 Views

Turn auto upgrade off for improvements. 1 Manufacturing World (2-1 Factories to Farm Ratio), Approval to keep morale 75-100. For every one Manufacturing World have 2 Research Worlds (2-1 Research Centers to Farm Ratio), Approval to keep morale 75-100. For Every 3 Research Worlds have 1 Wealth World (2-1 Marketplace to Farm Ratio), Approval to keep morale 75-100. Have Tech Brokering off. Trade Tech to Minors for Cash, Survey Anomalies for Cash. S

91 Replies 256,501 Views