bbr91

bbr91

Joined Member # 4115682
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So I've come to the conclusion that since the AI is generally reluctant to upgrade its influence starbases, my modifications, i.e., reducing the influence modules to only 4, very powerful, expensive, and expensive to research, when the AI does decide to upgrade its influence starbases, it will be easier for it, since even after 2 modules, there's a 90% increase in projected influence. Being expensive and tied to certain diplomacy techs, it ensures that it's expensive to spawn infl

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I actually took qrtxian's word, and modified my files so there are only 4 influence modules available, all on the diplomacy branch, except for the race-specific ones (Krynn and Thalan). I made them powerful and expensive, and also made the techs expensive. They're balanced because they're very powerful, but fully upgrading a starbase will cost you close to 2000bc. I've made many test-plays today and I've seen games with no influence starbases at all, games with ple

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Removing the influence branch modules all together and upping the government branch ones to compensate might work. The only problem would remain in the AI not using race-specific modules, like the Thalan or the Krynn ones, but I probably could live with that, if the AI would competently upgrade its influence starbases. However, before I begin doing this, I need to further test-play to observe current AI behavior.

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It's probably too late for this, but the Path of the Governor thing hasn't been addressed yet. That is, cities don't give XP, so keeping a champion in a city as governor is not an option, hence the Path of the Governor becomes useless, since you send governors who can't fight into battles just to level them up. Champions as scarce as they are, so if the Path of the Governor is to be a viable option, cities have to give constant XP (not a 25% chance of 1XP/tur

357 Replies 615,455 Views

[quote who="Lord Xia" reply="246" id="3249096"]How do people feel about the cost of some items? I had a nation that used "Light Plate" and the chest piece itself costed something like 650 gold. I don't think I would ever spend that kind of money on that. I could rush several buildings or troops for that. [/quote] Ah yes indeed the items cost should be addressed as well! Some armor pieces have absurd prices.

357 Replies 615,455 Views

Yes I believe the AI only uses modules from the diplomacy branch, and I've never seen them go past the first two, except for the minors. Even if I give them the culture techs, they don't use the modules on the starbases. The AI seems to enjoy economic starbases the most, followed by military ones, which it develops fairly well. I've seen all races build influence starbases, so I don't think the race matters. But indeed on a smaller map they seem to build influence star

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[quote]Reduced the cost of Lower Land and Raise Land to 5 mana[/quote] Does the AI use these terraforming spells at all? [quote]Increased Accessory slots to 4 (from 3)[/quote] Again, does the AI use this efficiently?

357 Replies 615,455 Views

I'm very glad you found the root problems Brad. You made jgiombet a happy child :) I hope you guys can solve both problems before 1.0 comes out, as they might affect more people than indicated by this thread. Your persistence as a developer (more so as a CEO :) ) is rare, and greatly appreciated by us.

98 Replies 221,120 Views

It has been said that the AI can only "see" and use the first 100 modules in the StarbaseModules.xml. I have reworked my StarbaseModules.xml to only include 100 modules, but the AI still doesn't update its influence starbases. I've only seen it updating them 2 or 3 times, and then only with the first module. Minors update their influence starbases more often. By heavily modifying Tolmekian's TechTree Fix 3.0 and combining it with the HRG mod, I've made my own

17 Replies 21,981 Views

It's -cheat. I ran the game with and without SDNXLOverlay.dll and when disabling the interface I get maybe one more FPS in low FPS areas, that is to say from 17 to 18. I use the same savegame from when I made this thread to compare results, it was .952 I think. Maybe your solution will help others, like jgiombet who says he gets 25 FPS even when starting

98 Replies 221,120 Views

[quote who="Frogboy" reply="66" id="3248489"]Ok. I've figured it out. It's the overlay. Try this: go to your main game directory rename sdnxloverlay.dll to something else then try the game.[/quote] Just tried it. FPS is exactly the same. It's just that the old ugly fonts are back. EDIT: Also, CTRL+X doesn't do anything.

98 Replies 221,120 Views

[quote who="Wizard1200" reply="183" id="3248200"]That is a very good idea, but the attack should be increased, too, because otherwise the garrison would not be able to kill armored enemies.[/quote] The garrison is supposed to be just a basic defensive force, not an obstacle for a sovereign-led army. You can station additional units in a city to further defend it. I find garrisons satisfactory as they are in .983, and now they are a little bigger, which makes a lot of sense, because th

357 Replies 615,455 Views

[quote who="Tuidjy" reply="6" id="3246713"]A developer must have put it in there as a temporary measure to prevent some abuse, and no one bothered cleaning it up.[/quote] This is present in GalCiv 2 also, that's why it was probably there. But in GalCiv 2 you can declare war by directly attacking.

24 Replies 6,625 Views

[quote who="jgiombet" reply="62" id="3247784"]there are huge fps drops also when menus are open. for example when choosing what to build on the town screen....fps goes down to about 25.[/quote] But only in mid to late game. Changing between research trees is also laggy then. But when starting a new game, everything runs smooth. Anyway I found the number 4 view point to be way friendlier to FPS in 3D mode, and to offer a better strategic perspective in the cloth map.

98 Replies 221,120 Views

[quote]New, nastier AI algorithms at higher difficulty (for people want a bigger challenge)[/quote] Which "higher difficulty" ? Is the AI still at 100% and using these nasty new algorithms at Challenging?

357 Replies 615,455 Views

[quote who="mqpiffle" reply="141" id="3247608"] Quoting Lord Xia, reply 139 thousands and thousands of turns. Carl Sagan, you are not. But I bet Carl Sagan never had a pony.[/quote] It's a popular misconception that Carl Sagan used to say "billions and billions". He never actually said it in the media, even though there is a unit of measurement called Sagan, which is defined as "at least 4 billions", the minimum which "billions and billions" could mean.

357 Replies 615,455 Views

[quote who="taltamir" reply="135" id="3247590"]Where is the option to use AI governor to build structures in cities?[/quote] It has been indicated that this feature might be added to the game post-release, if the game is a commercial success.

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Yesterday was the first time I ever lost a game of FE. And I lost 2 or 3 games in a row quite quickly. I was pleasantly surprised. The thing is that unlike in GalCiv 2, if you lose the expansion race at the beginning, here you are doomed. Now I don't CTRL+N like some people, I like to make due with what I got, but unlike in GalCiv 2, the tools to keep peace even if I am the underdog are still being balanced I think. The problems that I see: - AI tends to break no

93 Replies 294,480 Views

I don't think rivers and seas are that much of a FPS killer, since I get FPS drops even when there's no water in sight. You might as well use the cloth map if you want no water animations. Now I'm not saying having an option like this is bad, no, options are always always good, but maybe there's something that can be done in this time that would improve FPS more dramatically. Like engine optimizations, which will be good for everyone.

98 Replies 221,120 Views

[quote who="Heavenfall" reply="8" id="3245160"]Seriously, 22 mana for 8(+1 per earth shard) blunt damage?[/quote] Indeed some spells need to have their mana costs reduced. Also: - Please make the AI upgrade its altars and shrines etc. (This is crucial!) https://forums.stardock.com/432932 - Health bars don't update in combat when a unit receives Crushing Blow <a href="https://forums.stardock.com/4333

357 Replies 615,455 Views