Lavo_2

Lavo_2

Joined Member # 4118112
1 Posts 129 Replies 1,713 Reputation

The AI can have different, and more, factors to consider when calculating what to do for it's turn. This factors can range from "enemies", to ships to move, to planets to govern, to map obstacles, to many other possibilities, and this can result in more CPU power being used than in other points in the same session. In fact, the issue occurring early in the game can make sense, due to the early game colony rush, where the AI has a lot of thinking to do.

60 Replies 129,583 Views

[quote who="Vidszhite" reply="22" id="3567796"]Wrong. The devs HAVE put in a Basic blueprint, but you're looking in the wrong XML for it. It's in StaticShipBlueprintDefs. Static blueprints do not change, and are used for things like the initial Survey ship you start the game with.[/quote] Awesome, thanks for the heads up!

25 Replies 159,968 Views

[quote who="zyathus" reply="16" id="3567635"]i think and feel that the devs did poorly on this. ShipBlueprintDefs already has a 2nd constructor blueprint (AwardConstructor), and the nice thing to do would have been to add a 3rd one - RequestConstructorBlueprint. [/quote] To follow up; it appears the devs have in fact coded this feature in. However, they failed to make the actual blueprint, BasicConstructorBlueprint, in the ShipBlueprintDefs. I'll be fixing this with a mo

25 Replies 159,968 Views

The reference files for the DLC are included in any reference file set for Sins version 1.80 and 1.82. Here's a set for 1.80, credit to harpo99999 for them. To see if the DLC are active ingame, when you're in the main menu for Sins, in the bottom right it should say "Forbidden Worlds" and "Stellar Phenomena" to denote that you own the respective DLCs.

4 Replies 4,554 Views

[quote who="zyathus" reply="16" id="3567635"]i think and feel that the devs did poorly on this. ShipBlueprintDefs already has a 2nd constructor blueprint (AwardConstructor), and the nice thing to do would have been to add a 3rd one - RequestConstructorBlueprint.[/quote] This is a great idea; make the RequestConstructorBlueprint have no life support (doesn't need it), 1 or even 2 constructor modules, and either have a few engines or fill up all the remaining space with engines

25 Replies 159,968 Views

[quote who="Captain Patch" reply="45" id="3567180"]And as far as I am concerned, "Recommended" does mean "In order to take advantage of everything this game has to offer, these are the requirements you must fulfill."[/quote] It's been said before, and bares repeating, your CPU does not meet the recommended specs. The Q8200 is not anywhere near as powerful as an i5, even if it is listed as having the same clock speed.

60 Replies 129,583 Views

[quote who="Captain Patch" reply="36" id="3566775"]Ah, but being a PC, not everything gets swapped out at the same time.[/quote] I'm well aware of this; I'm in the same boat with my own, self built, PC. [quote]The CPU and RAM date from 2012. The motherboard and video card date from 2014.[/quote] CPU is from 2012 eh? So in that case, it was 5 years old! Which by any respectable measure is a poor choice of components. [quote]A

60 Replies 129,583 Views

[quote who="Captain Patch" reply="31" id="3566693"][And then being told six months later, "Your system really is outdated and and underpowered for the current generation of games."] [/quote] In fairness, I personally would have said this had someone even entertained the notion of buying a Core 2 CPU in 2013, let alone 2014. [quote who="Captain Patch" reply="31" id="3566693"]A) nearly EVERYONE playing GC3 has enormously more up-to-date systems than I [/quote] <p

60 Replies 129,583 Views

[quote quoting="post"]My observation is that its only on ships produced at the shipyard thats tied to the planet where the H.L. building is built.[/quote] This is intentional. Not all buildings, such as Hyperion Logistics, Hyperion Supply, and Hyperion Shipbuilding, are empire-wide. I've made mods that change the first two to be more like the Hyperion Shrinker however, for those who wish.

10 Replies 33,533 Views

[quote who="TurielD" reply="5" id="3564844"]Perhaps it can choose between the ships it has available to design[/quote] The AI can do this both for offense and defense. Eventually, once Steam Workshop is properly integrated, the AI will start getting access to the thousands of ships that human players make, and will be able to pick from that large pool which will most likely have various "hard counters" in it. Currently however, it is limited as you have alluded to in your post.

12 Replies 18,095 Views

Back at some point in beta, Research Project and Economic Project gave a flat +1 rather than 10%. If my understanding at the time was correct, the project bits were to aid non-specialized planets (ex. factories+labs or factories+markets), or possibly giving factory specialized worlds something to do when not building things. However, in effect they ended up making non-specialized planets more powerful than specialized ones based on pure research/credits produced, never mind the benefits from

17 Replies 33,354 Views

[quote who="marigoldran" reply="16" id="3562570"][quote who="Frogboy" reply="12" id="3562536"]Can you send me that saved game? [/quote] How?[/quote] Once you save the game, go to your ...Documents\My Games\GalCiv3\Saves folder, and find the GameName.GC3Sav, upload it to a site like Dropbox or Mediafire , and either post it here or PM it to Frogboy.

40 Replies 108,113 Views

[quote who="marigoldran" reply="32" id="3562183"]Besides, it gets into a different issue: WHAT'S THE DEFINITION OF AN EXPLOIT? I could argue that designing new ships is an exploit too. [/quote] Abusing something that is obviously contrary to it's intended purpose for personal gain. Designing ships, under this definition, is not an exploit as players are meant to be able to design ships. However, designing terrible ships, such as cargo battleships, for the AI

52 Replies 201,655 Views

There is one problem with this; if you kill the AI's shipyards and ships, it may end up surrendering all it's assets to another AI, who you will have to deal with later. It may do this soon after losing everything, or once you start eventually invading it's planets. Either way the result is the same; you're just putting off the problem for later.

52 Replies 201,655 Views

Theoretically there is an alternative, using abilities. By having a passive ability unlocked via a leveling up of the star base, you can have an invulnerable refinery spawned that dies when the star base does.

4 Replies 7,058 Views