bbr91

bbr91

Joined Member # 4115682
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[quote who="Spaceturtle120" reply="103" id="3306531"]Does the issue with AI picking path of the assassin every time still exist? Can we get the latest test version uploaded?[/quote] It should be fixed. Read the whole thread.

104 Replies 191,281 Views

[quote who="Kongdej" reply="69" id="3305627"]There is a big difference in 4 players playing boardgames, and the AI trying to make a fun game. I think the AI should mix up, usually if possible try and ally up to weaken the top power. But sometimes instead try to absorb the lowest player, if the AI uses the same strategy each time, its inevitably is going to be flawed.[/quote] Perhaps the AI should decide what is to its advantage, which weak players to absorb and which to ally with

104 Replies 191,281 Views

[quote who="Nibelung44" reply="63" id="3305576"]I'm not too sure Drusus. I often play boardgames and usually I do that. If I'm the strongest, I go against the second (the strongest behind me). If I'm not, I try to kill and absorb the weakest, to be stronger.[/quote] What you are saying works if the only victory condition is military conquest, but if you want to go for a Spell of Making or a Master Quest, you'll want to ally with the strongest player to make sure you&#3

104 Replies 191,281 Views

[quote who="sjaminei" reply="56" id="3305448"]Still annoying that they insta declare on the second you are below them in power, makes diplomacy completely redundant, and exploration a bad idea since you want to be left alone as long as possible in the start.[/quote] Indeed. This has to be addressed. AI needs to be less aggressive towards smaller nations and the power rating influence on relations has to be lower. Diplomacy in general really needs to be polished a lot.

104 Replies 191,281 Views

The balance changes look really interesting, especially the pioneer cost. I have to ask as I haven't played 1.12 yet: is the AI still able to break NAPs and declare war if I'm paying tribute? Because if it is, it should be fixed.

104 Replies 191,281 Views

[quote who="Grashopa" reply="5" id="3304143"]This disadvantages the super trader unfortunately since they can build trade ships from the start, but want to be building colony ships in the capital. [/quote] Usually by the time you discover some good planets to trade with, the colonizable planets are already taken anyway, so don't pity the Korx.

5 Replies 9,676 Views

[quote who="Gaunathor" reply="588" id="3302296"]I have no idea, if that was intentional or not, but I would classify it as bug now, because it seriously cripples the minors, depending on what major are in the game.[/quote] I see no issue in that. The minors are intended to be treated as minors, they are good for trading and eventually conquering a good planet and that's about it. Maybe for people playing with colonizing minors this could be an issue, but for me the minors are good

722 Replies 1,789,208 Views

I have to share this rare moment of which I am quite proud. Playing as the Torians, I've seen the Thalan engage in influence warfare. You will notice that the starbase modules are not vanilla ones, they are modified ones, fewer, more powerful and expensive to build. They are all in the Diplomacy branch of the tech tree. The 35 one is the default one available to everyone, the 55 one corresponds to the Diplomatic Relations tech, and the 80 one corresponds to the Expert Di

17 Replies 21,980 Views

[quote who="MarvinKosh" reply="30" id="3301570"]Here's a problem that is common to both GalCiv and Fallen Enchantress. When you build up a superior (or even just a sufficient) military force, the AI stops trying to kick your head in and leaves you alone.[/quote] It's a design choice explained here: https://www.galciv1.com/encyclopedia.asp?action

84 Replies 216,129 Views

Regarding the tech trading with the AI, I've found something interesting: https://sites.google.com/site/mabusraeen/extra/modders-resource/appendix-2-tech-trading He's got some other interesting findings. I've tweaked my AI values in the tech tree to better match what he says there, but didn't have time for a play test.

722 Replies 1,789,208 Views

It's 66% off on Steam now. I got it when it was 50% off and I've played a few games. The 3rd "free expansion" came out a few days ago and added some minor content. I am having fun with the game, but I actually bought it for what I hope it will become in the future. It has a long way to go to get to the level of GalCiv2. Granted, Amplitude is probably a smaller company than Stardock, and GalCiv2 reached its superb state 4 years after release. I feel the game needs to get you mo

13 Replies 53,157 Views

Everything you said is possible. But starbase modules are approached on a per module basis, not per type. You just need patience to modify each module. Part of what you suggested I implemented in my mod: economic modules are left as they were, many but free, military and influence ones are fewer, more powerful but more expensive. Fully upgrading an influence starbase along with its defense modules will cost you ~4000bc I think. Economic ones are still free, but require many

722 Replies 1,789,208 Views

Which weapon tech they research should in theory be random. It's possible somebody researched missile tech, then traded it away to the others. BUT I don't know if the AI trade among themselves, and even then, weapon techs are highly valued and hard to trade. The interesting thing is that this mod makes every weapon tech identical, while in vanilla there were differences in cost, damage etc, and yet the AI still didn't always choose one tech. I modified this mod to give som

722 Replies 1,789,208 Views

Endless Space has champions in space, but because of the nature of the game, you feel quite detached from them. I hope the concept will be further expanded, in Endless Space I mean, because they are a big part of the game as they are now, but could be so much more.

54 Replies 157,415 Views

I mean planet quality. It's very possible that population might also be a factor. Also, I believe a route becomes more profitable as more time passes since its establishment. I might be wrong. Read the manual. A good rule of thumb is to just send all your freighters from your home planet, which has a good population and a decent PQ. Then you can build many economic starbases around it which will help its production and trade income, and they all stack up.

5 Replies 9,676 Views

I made my self a mod that combines Tolmekian's, HRG 2.0 and a few modifications of mine. But it wouldn't be fair to release it to the public since it is 99% based on other people's hard work.

6 Replies 5,766 Views

[quote who="LordZorinthrox" reply="489" id="3287587"]Well that is good to know; I was worried "I changed all the text because it sounded silly" might land badly. Will do, but my modifications extend into the shaders themselves, that is, the programs that run on the graphics card to draw things, and it needs special textures purpose-made to work with the techniques I have used.[/quote] Please leave a link here when you open a thread. The text is not of much interest to me, but I&

722 Replies 1,789,208 Views

[quote who="LordZorinthrox" reply="486" id="3287442"]I should really make a topic for this mod, I guess.[/quote] Yes you should. And you should also post screenshots there because I'm interested in your mod :) I have also built my own little mod based on Tolmekian's. It combines HRG 2.0 and other modifications I made. Maybe you can get LogicSequence to al

722 Replies 1,789,208 Views

A few possibilities: Perhaps the bases weren't so heavily upgraded as you think, being in the early phase of the game. There's also an ethical choice that gives a big bonus, or even immunity to revolt, can't remember exactly. While the Korx are usually evil, they may turn good, or neutral. Maybe they got some other tech that made them hard to convert. There's also the reeducation center, that makes the planet immune to con

17 Replies 21,980 Views