e-stab

e-stab

Joined Member # 657705
1 Posts 17 Replies 11,720 Reputation

Is this editable in the XML files now? Yes, look for "LifeSupport" in GC2Types.xml. But I'm not sure, perhaps the problem aren't the modules themselves, but the range +x% modifiers (given by techs etc.). Depending on when and how they're applied to ship range, they might be a major factor. It wou

17 Replies 20,913 Views

Okay, I did the test and you're right: There seems to be a 75-80% increase of tech costs between tiny and gigantic galaxies. I compared the research time for xeno engineering, using a custom race without research bonus or starting techs in a tiny and a gigantic galaxy (with everything set to occasional). I don't think this is enough though - if you compare the number of habitable planets in both cases. The best way might be to base tech

51 Replies 27,411 Views

I think that ship ranges still are too generous in the game (playing 1.1-Beta2A) - you put one range module (or even none at all) in your ships and are fine for most if not all purposes. This is especially true on the smaller maps, but true enough on the larger ones which I play usually. Researching the later range modules isn't that important either because usually you don't really need them. What I'd like to see is a modest range reduction

17 Replies 20,913 Views

I'd happy if there was a tweak to the hard sensor cap as well. Right now it is a bit silly if you throw in a ship with some sensors, the Eyes of the Universe wonder and an eventual racial ability (or party bonus): The values don't add up in any way because of the artificial limit. Makes sensors a thing to care even less about as the AI never beats you to the EotU wonder.

11 Replies 10,513 Views

That's an interesting suggestion and I'd like to hear what other thigns: Attack and defense Assist only do the assisting if you have that particular type of weapon. I.e. Iit won't add missiles to a sihp that doesn't have missile. It won't add shields to a ship that doesn't have shields. <br/

51 Replies 27,411 Views

So what I've done is make the starbase militaration techs cost more to get to. The first one is still relativley cheap to get to, it's defensive in nature and we still want people to be able to use them to give their home units an edge (or even offensive units an edge). But the subsequent ones cost on par with what the higher le

51 Replies 27,411 Views

You sure you loaded it with population from the planet where it was launched? You need to have pop (= troops) on board to invade. Well, you can't send a transport away without at least "1 troop".

10 Replies 7,480 Views

The AI is a bit too agressive here. It should know when to retreat and when to fight. Somebody wrote about it in another thread and I agreed: Maybe there's an evaluation problem regarding the effective strength of ships boosted by military bases. I don't use military bases for some time now, but I remember

51 Replies 27,411 Views

*How* does the computer assess enemy power? Does it look at the 'boosted' power of ships in the 'assist' area? Does it know *how* & and *why* ships are 'super-powered' when they are in the Starbases area of influence? I agree, there may be problems in this area. It would explain a lot of observations people

85 Replies 53,788 Views

I disagree with Sparhawk that the AI has not improved with 1.1. I'm not using military starbases, so maybe there's a problem regarding the AI dealing with them (or perceiving them as dangerous?), but I've seen a couple of aspects where the AI acted significantly better in my opinion: Namely building faster ships, developping its own starbases better and research in general. The most important AI problem regarding my playstyle right now is that it likes

85 Replies 53,788 Views