AILST

AILST

Joined Member # 642503
0 Posts 6 Replies 8,500 Reputation

I just hope the AIs won't become such peacemongers as in Endless Space (that's the name of a game you might or might not have heared of). I actually like how they are aggressively punishing you when you are weak. I feel that too many games try to simulate "realistic" behaviour for AI's diplomacy instead of "player playing to win" behaviour and FE is different in this regard, which is a thing I really like. What I felt needed changing, from a "player playing

103 Replies 172,365 Views

When they first came out, I didn't really get why I would want to play them over TBS. It lacked the time to actually think about your strategy and often was not complex enough to make that necessary anyways. StarCraft changed that a littlebit and was quite fun to play in multiplayer. But it soon became obvious, that these games were all about speed. People only played the highest speed-setting and henceforth it was not about who comes up with the best stra

48 Replies 120,608 Views

I've only just gotten this game last week and thus cannot really comment about what has changed since the previous version. The AI pretty much totally outexpanded me on Challenging. Yet I can hold my last city quite well and I killed multiple of their Champions several times. I could catch several isolated units as well as one champion twice wandering around without protection. Their 2 attempts for directly finishing off my main-city were: 1. A champi

42 Replies 29,925 Views

I've tried 2 of them back then. And while they fixed a lot of stuff, there still were things that seemed like not working as intended. For example some races were really easy to rush because they delayed far too long. Trading your techs to others could screw them in the following way: They see: "Oh this is better than mine"... build it and never upgrade it because they never get the tech for the upgrade. I'll just spend some time with DA and then see if I miss

11 Replies 53,695 Views

Around half a year ago I got GC2: Ultimate which contained the two addons Dark Avatar and Twillight of the Arnor. Back then it wasn't even the question what to play, as ToA is newer and thus better, right? Well, after a couple of games I noticed there's a lot of oddities. The praised AI wasn't doing as well as it should. I went to the forums and read a really long-thread in the modding section just before getting into modding myself. What I found wa

11 Replies 53,695 Views

I've once again come across odd or buggy AI-behavior in my current game. And once again I don't know if the mod has anything to do with it or not. Several of the opponent races (I have Spy-Level High in all their empires) have idle starports. They allocate resources to it. They have the tech to design war-ships. Yet they simply waste resources to build absolutely nothing. I think for some reason they just do not design ships sometimes. </p

507 Replies 1,008,669 Views

The Yor, like all races have a unique tech-tree for their race. Getting Barren-Colonies much earlier than others is one of their special feats. Some others get Aquatic-Colonies just as early. Spies cannot steal techs. They are to sabotage their buildings by rendering them useless until a counter-spy is used. You can also just use them for intelligence or defensively if someone blocks your buildings. (The AIs usually gang up against whoever is dominant with their spies

4 Replies 12,087 Views

Download only the last Version. It is a Zip containing a Folder called "SWFix_ModV". Extract that folder into the Path_of_your_GCII_Installation(Default for Steam would be Program Files/steam/steam apps/common/galciv II ultimate)/Twilight/mods folder. (Create the mods folder if not existant). Then ingame you should be able to select the Mod under Options Mods. After restarting the game the Mod is active for all newly started games. I also had to download and in

507 Replies 1,008,669 Views

The game just crashed on me with this mod when the Iconians built the Restaurant of Eternity-Wonder. I will try if I can play on from the autosave or if it will crash again. Did not happen again and most likely was caused by something else, not the Mod. To the mod: The start feels pretty slow so far but on the other hand there is no way to rush the AI nor is there any possibility that the AI researches relatively useless techs instead of important ones.

507 Replies 1,008,669 Views

Maybe the AI can see what it will get from a tech and seeing that they will get 3 weapons from this one tech makes them far more willing to get it soon. Have you seen if they get stuff like Xeno-Ethics before that still? Well, I'll just try it out to see it for myself.

722 Replies 1,787,677 Views

Considering I tried to rush them with just transports and 2 1-attack Tiny-Ships when they did not even have space weapons the corvettes they got weren't crappy at all. Infact it stopped my rush that I counted on working and invested a lot in. It's a little odd they just get these ships out of nowhere.

4 Replies 7,952 Views

The AI in that mod researches a lot of stuff before even getting Weapon Theroy. (The oddest I have seen was Xeno Ethics which really takes a lot of time to research.) But the ones who got Weapon Theory would also get the next level really quickly now. For some reason the Drengings whom I attacked 1st got 2 "Dominator Corvettes" from dunnowhere. o_O They did not have Weapons Theory at that time. @MarvinKosh: Pushing Invasions further back the Tech-Tree sounds like a very good i

722 Replies 1,787,677 Views

Well, I guess it all depends on the circumstances. Someone who just plays on gigantic maps might not have these issues. But I like smaller maps too and don't want the AI to let itself be invaded that easily. In my last game (random everyting but galaxy size and tech-speed) there were very few colonizable worlds and the Yor beat me for one of them by 1 turn! So I get only the most basic stuff and then go for weopons and Invasion. They had Space Weapons researched wh

722 Replies 1,787,677 Views

[quote who="bbr91" reply="463" id="3195707"]Can you please do that now? Or tell me how to do it myself? Where do I get these basic weapons from?[/quote] The ship modules are in GC2Types.xml It is pretty straighforward. Just in the example I posted above. Do the same thing for the basic Rocket and the basic Laser , change Tech Requirement to Space Weapons and then make it a little worse by increasing size and cost. (I would not increase the size above 16 tough since otherwise y

722 Replies 1,787,677 Views

Well, yes, it does. But I thought that since the original game was designed that way anyways, it would not make a lot of a different. What I found interesting and strange in my last 2 games was that all AIs would go for the same weapons. Or at least it seemed like that. But it was a different weapon-spec between the two games. I will probably make 2 the two other weapon-types like that as well so that not all AIs will think they need only Mass-Driver-Defenses.</p

722 Replies 1,787,677 Views

[quote who="bbr91" reply="456" id="3195279"]That happened in vanilla or using Tolmekian's mod? Either way, it wouldn't be the weirdest thing...[/quote] It happens in the mod and I can even tell you why: Tolkmenian moved the Particle Beam's Requirement from "Space Weapons" to "Beam Weapon Theory". Pretty logical thing to do from a players point of view. However, the AI thinks that once it has Space-Weapons it can make ships for defense.</p

722 Replies 1,787,677 Views

Only worlds with enough population generate any income to speak of. So building tax-centers on worlds that you just colonized is kinda wasted for as long as they need for their pop to grow. When there's only few worlds to colonize, make your home-world your tax-collection center by building the Economic-Capital there. The game makes you constantly balance your income vs. your expenses. It is the best idea to specialize your worlds. But that is not always po

28 Replies 35,977 Views

I've observed another weird thing in my current game: I have a spy-level of "High" for the Drengin. So from time to time I check their colonies. The colonies themselves are nicely built. But they were producing nothing but scouts every turn. And they have military-tech enough to build real warships. They just for some reason decided to crank out scouts. And by now they finally make warships again and have obviously scrapped all their scouts they have wasted that mu

722 Replies 1,787,677 Views