[quote who="Bamdorf" reply="34" id="3559590"]Guess I must be playing a different game. Or, well, a different difficulty level. On challenging I got hit in two straight games with stacks of 9-10 ships (we are talking turn 50-100 or so, I wonder if they use a different logistics scale or something!), sometimes escorting transports. Very dicey situations developed. And they didn't just come straight at me they sometimes raided from behind me.  
Lavo_2
The Core 2 Quad is not equal to an i5 CPU; you do not meet the recommend specs. That being said the behavior you are experiencing is weird and does merit investigation.
The Core 2 Quad is an extremely old CPU line; nearly 7 years have passed since the Q8200's initial release! This is indeed ancient; your PC may very well be too weak to properly handle an Insane sized map.
Perhaps the biggest flaw I've noticed is that the AI has two big issues; it is terrible at forming proper fleets, often sending ships piecemeal to die, and an inability to protect planets from landing forces. Though the latter is likely, at least in part, a symptom of the former.
Make a sensor boat for every single vanilla race and the AI WILL build them. I've seen the AI build my sensor boats before, and use them effectively as scouts. If one's issue is a human's advantage versus AI, give every AI this option and you will see that it will no longer be an issue. However, if one's issue is with the concept as a whole, that's another story. Personally I don't find these to be that useful on the really large maps, as they don't have the move s
I've seen both the Iridians and Drengi spam the ever living heck out of star bases, to the point where I've seen 63 and I think even 90 before. Giving the AI access to cheaper constructors helps a ton.
With regards to the OP, the AI actually gets all of those bonuses already, save for flat out free buildings and ships. Of course it also gets that FoW bonus. It's a shame the Stellar Cartography tech from beta wasn't actually finished, or maybe it was used in the AI's coding, as that would've evened the playing field so to speak, as it would have shown the player the location of every single habitable planet.
[quote who="SorrowKnight" reply="183" id="3559004"]Well... I tried 1.02 patch, and... AI almost not interested in capturing resources even if he have a lots of it in ZOC. Previously AI was extremely active in gathering resources, now it`s same extremely passive at that aspect. [/quote] It might not be able to afford the vanilla constructors. Try playing a match with the AI having access to cheaper constructors , and you will see them
I also would recommend making carrier modules have the tech-neutral "mass" rather than "support mass" which can be reduced via the Transport Specialization that you can pick up right after Interstellar Travel. Getting a 30% mass reduction makes carrier modules even more brokenly good.
[quote who="The_Gear" reply="174" id="3558649"]Lavo - He was quoting from earlier and messed it up. You'll notice it's the exact same thing as was posted before. [/quote] Welp, missed that, apologizes to you Drala2k!
[quote who="AlienFromBeyond" reply="169" id="3558329"]That would be pretty awesome of you actually. I guess I just never noticed it only affecting a single yard when my training games were small enough and the AI easy enough that I only ever needed 1, maybe 2 shipyards. [/quote] Due to how the game is hardcoded, unfortunately it isn't perfect; it works like the Hyperion Shrinker now in that it applies retroactively to ships that have already been built. But still, here it is:
[quote who="AlienFromBeyond" reply="167" id="3558311"]Yes, I know the effects of the Hyperion Logistics System, I can read the effects tooltip just fine thank you. What I was asking was whether it had been changed in this patch, because I didn't see anything in the notes and from what I remember from my 1.01 games it affected all ships. I could just be wrong though, my first few games were on smaller maps so I didn't really bother with multiple shipyards that much. [/quote]
[quote who="Drala2k" reply="161" id="3558149"]Great... game's in shambles, Tons of bugs of all king, balance is non-existent, AI is dumb despise all the pre-release stories about how great it must be.. And SD is abandoning it's flagship project to one person. I already been rather suspicious about SD after Elements initial fiasco, and now they doing exactly the same? Like seriously?"[/quote] Please stop spreading outdated and false information; there is in fact a GC3 team stil
The AI Approval Bonus mod is no longer relevant as of 1.02; the AI now gets approval bonuses in vanilla. I'll be slapping some other AI tweaking mods into the original post shortly. Edit: Up!
[quote who="Walhallawalhalla" reply="100" id="3556597"]A possible solution would be able to sort planets/Ship. It would already be helpful if you could sort planets after name/size/manufacturing production/science production/economic production etc.. [/quote] This can be done for planets. Go to the "Govern" tab and then hit "Colonies". [quote who="Walhallawalhalla" reply="100" id="3556597"]PS: Another thing I would really like to have is the possibility to choose a series
Other players have reported AMD CPUs being wonky with GC3. Stardock might be addressing this in the future, as they're aware of the issue, but currently don't know what the exact causes are.
Will players ever be allowed to build an advanced building, ex. Mega Factory, in a single turn, provided they have the manufacturing to do so?
Here's two save games, one before and one after, unlocking the Relentless trait that show the bug present in my first colony which was in a different system from my homeworld which was is single habitable world system: https://www.dropbox.com/s/hm2gzc1d33jrazz/Relentless-Bug.7z?dl=0 The planet in question is just south of my homeworld and has a colony ship parked there, starts with an A, forget the full
Derek also mentioned the possibility of making both a .faction file and a non-binary file for later editing, which is a nice compromise, in particular as this is just spitting out already made code (aka. the .faction file pre-binning as an .xml or similar), rather than something new.
Large Empire Penalty (LEP) Removal Fairly self explanatory, this mod removes the LEP via a modification of AbilityDefs.xml and turns the Patriotic trait into a global +100% morale boost . Download: https://www.dropbox.com/s/e68s4b6zvn98x5a/Large%
I'm betting the number/name of settings are hardcoded. I figured that I'd attempt to make a new setting, mainly as there really needs to be one in between Rare and Uncommon.
I made a new group that fits between Rare and Uncommon, adding the entry into both MapSetupDefs.xml and GameSetupDefs.xml, but the option, called "Sporadic", doesn't show up ingame. Any tips on why that's the case? Here's the download for it, if you want to take a crack.
[quote who="econundrum1" reply="12" id="3552750"]I said before release that a lot of new players would find this confusing, so I wouldn't think that they where alone in not understanding this, it isn't intuitive at all.[/quote] It also serves as, intentionally or not, a nerf of the Colonizers trait, as you will always only be able to build a basic improvement, and not an upgraded version.
At the same time however, it's seemingly intentional that we are unable to build higher level improvements, ex. an Xeno Factory, in a single turn if we have the manufacturing to do so. Is there a dev stream planned for today, Larsenex?
I would disagree there, as if logistics is it's own category, then it could encourage the AI to form better fleets, in addition to actually researching logistics.