Guys, I see a big problem with the first tier of weapons. Example: for certain amount of bc/production (2000), you can get 14 small ships with Stinger II. That's almost 3 fleets of 5 ships, each fleet doing 20 damage, 56 total. If you grab Seeker Missile II, you get 4 fleets of 5, each doing 15 damage, 60 damage total. Scatter Blaster II, that's almost 7 fleets (33 ships), 10 damage each, total 66. Those are best value weapons, mass dr
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In the screen where you choose your opponents, there is a small box where you can change your relations with another civ. Just click on Iconians and set it back to unknown :) Large, fast research. 103th turn. Only glaring bugs: Korath failed to get Universal Translator. Torian failed to get Industrial Theory. Terran went x-col happy but their overall research is great. They have scary number of colonies - 42 (20 average per civ). Krynn, Arcean and
Game 3, AIP8 and AIP7. Occasional Extreme Yor: 7 worlds, 750 income, Republic, Collective III+DEM, Collective Academy, stalks 2, Advanced hulls, never did x-col, Planetary Invasion, Weapon tier 2 lvl 3, efficiency 3. Korath: 5 worlds, 400 income, working on Republic, tiny hulls, Slave Canyons, Imaginative Research, no morale or economy, no x-col, Weapon tier 3 lvl 2, Spore, no PI. Krynn: 12 worlds, 1400 income, Republic, The Way, Krynniac Disciples, Radioactive II, Man
Second game, this time Occasional Extreme. Iconian: 14 worlds (4 toxic, 2 barren, 1 radioactive). 1300 income, Democracy, only Interstellar Refining, Academies, economy 3, Medium h, all x-col, Planetary Invasion, Weapon tier 3 lvl 1 - good spaces between government techs, finished it's adv x-col, later done basic x-col every second tech, picked adv. later with 1-3 tech spaces in between. Overall not that bad. Altarian: 16 worlds, 1250 income, Democrac
Where there any other changes in this update? I'm baffled because Korath just colonized planets in my influence. Drengin as well, as seen on the minimap. http://i.imgur.com/mQOAjnI.jpg http://i.imgur.com/6N0W5bw.jpg http://i.imgur.com/MUKbS6f.jpg http://i.imgur.com/mffKCl2.jpg
[quote]While I really appreciate the effort to come up with new AIValues it's really difficult for me to implement them since they can conflict with what I'm working on myself and the results can be very different. So, please, don't be disappointed if I have trouble implementing them.[/quote]Sometimes I might get overexcited, sorry ;) I'll run a couple of games with 5.3.1 on Medium map, and one on Large, see what happens. And happy holidays, ev
Changes in 3 games: AIP11 x-col: AI Value set to 9 for first level techs. Research Center set to 26 fro 20, Academy to 20 from 15. Game 1: Torian only done Aquatic II and Heavy II. Korx picked Barren II, Heavy II, Aquatic I, but not all in one go. Arceans picked a lot but with nice gaps between each tech. Iconians skipped Adaptation tech unfortunately. Altarians picked Aquatic I, Heavy II, Toxic I. Yor failed to research Xtreme Colonization, Drengin done Toxic
Game 4, 101 turn. Changed Torian University AI Value to 25 from 20. Set all basic x-col techs in Iconian tree to value 10. Yor - Democracy, Invention Cities, Barren II, Radioactive I, Toxic I, they finished their industrial tree, efficiency, stalks only 1 tech, picked interstellar construction late. They done amazing all things considered, and I will try and learn AIs research order to get better myself, as they are really scary. Iconian - they got stuck at Starbase tr
Game 3. 97 turn. I changed Extreme Colonization for Drengin and Yor to Category Biology and AI Value 10. Drengi - Interstellar Governments, good mix of important techs, although I would rather see another level of labs. Finished Heavy Gravity II. Arceans - Republic, Barren II, Toxic II, Heavy I, failed to research Research Centers (doing it on 97th turn), but got morale, economy. Also stuck on Industrial Theory. They were researching well till they started, yes you gue
Next game, turn 103 Arcean - Xeno Entertainment (first time I see it in 3-4 games), 2nd economy, xeno factory, research academies, medium hulls, aquatic II, barren II, radioactive II, democracy, only laser II. There is a big gap between Republic and Democracy, which is good. They still grabbed x-col more or less in one go. Altarian - Xeno Factory, Research Centers, Democracy, almost all x-col but Barren II, stopped at beam theory. This guys don't
[quote who="Maiden666" reply="901" id="3513277"] OShee the "Events" list is also good for showing the technological progression because it will give you a chronological list and the time needed to research, and sometimes it's even possible (by the length of research) to deduce if a tech has been techtraded (although it might also be Creativity [e digicons];)[/e] ) [/quote]I started to use it around 2 games ago, but thank you anyway :) It just irritates me because anytime I swit
Second game, all abundant, very fast research speed. I picked Drath and researched only +diplomacy to not get attacked. Yor had different idea - when they tried to conquer my lone HW with first transport, I knew it was a good time to stop. 93 turns in. Torian - 24 colonies. They have Republic, still crazy about x-col. Also they picked Interstellar Governments quite early and never got Universities. Other then that, they are pretty good. And I mean Good - they picked it as their Ethics
135 turns in, there was a mega economy event that just ended, so I don't think showing income is worth it, as AI didn't yet get used to economy returning back to normal. Tell me if spreadsheet is better, or is it easier to just look at screenshots. Arcean: not that bad but skipped economy and morale techs. 23 colonies, at least 8 of them are extreme. http://i.imgur.com/xbiQrnS.jpg <a href="http://i.imgur.com/RftPp3C.
[quote who="SilasOfBorg" reply="895" id="3513225"]Yeah, that's kind of cheesy. I'm not sure if we should change this though, if an AI picks a "wrong" alignment thinking it's not going to hurt, and it gets hammered by a penalty it knows nothing about.. that would be bad.[/quote]Are the AIs choosing different alignment that their current one a lot? If not it wouldn't hurt to increase it to like 50bc/turn. [quote]These techs could be
[quote]especially since IIRC it applies to starbases as well. I say leave it as is for now.[/quote]I forgot about that :D [quote] * Expert Engineering would give 50% repair and not HP. * Organic Hulls would give a HP module and 50% repair.[/quote]I really like those proposals :) All the changes seem balanced, being honest I seldom researched miniaturization for the last couple of updates (only if it took 1-3 tu
[quote]The last several games I've played, they have never not researched it.[/quote]But, but, wait, if they didn't, how come they got money from profiteering? [quote] - RE: Psionic weapons: Please remember that in order to get these powerfull weapons, you have to be Evil. That means you'll be fighting more wars. I okay with having them skip two major generations instead of just one.[/quote][quote] * the Krynn declared on
Large, fast research, loads of planets and stars. No tech trade as I like to see how AIs do on their own. First map on which both Yor and Drengi were not completely in a void: After 80 turns, it changed to this: Yeah, that's Krynn and their Influence. At that point they were looking really scary, e
[quote](except Korx)[/quote]That was me playing them for the first time, I focused on improving my economy/morale and never expected to get such a big boost from profiteering, so I had too many money worlds and not enough research/production ^^ I think Iconians screwed themselves over by not researching economy techs -> to pay for their spending they overtax their people, which leads to slow pop growth, and it snowballs from there. Also 2nd morale building would help t
[quote] I noticed a lot of discussion about the political parties and abilities. To me it seems like a partial roll back to the old political parties. Could someone post a (very) condensed version of these suggestions listing what needs changing and why? Thanks. [/quote] Pacifists: 20 Influence, 20 Diplomacy. This is 70 points worth of bonuses. Reducing it to 20 Diplomacy, 5 Influence or 15 Diplomacy, 10 Influence will be enough. Populists: 20 Mora
I don't have anything against 20 Luck for 25 points (I think it's a good idea), or even 20 for 20, but if we do that, Weapon and Defense abilities will be weaker as ability picks. So we might change them as well and give them better returns. Terran/Drath/Thalan/Krynn hull progression. Are they stuck to long on tiny? In my most recent game no, everyone researched Interstellar Construction. Still, on my previous game both Terr
[quote who="Maiden666" reply="869" id="3512913"]Actually we know because the combat system has been officially explained. Luck works on each individual roll, and rolls for weapons & defenses are calculated for each module. So in your example luck does also not do anything^^[/quote]Oh, my mistake then :P I would have never guessed it's individually for each module :o So 20% luck for Universalists then? What about their Economy, back to +5 from +10?
[quote]you'd have to reach a +10 shipstat for your roll to be affacted with a +0,5 average bonus.[/quote]I'm not sure how it works cause it's almost impossible to test, but I always assumed luck bonus applies after combining attack of the fleet. Anyway I agree, in small numbers (10%) it's not doing almost anything before you get stronger ships/fleets. But same applies to Weapon and Defense abilities. 4 ships with 3 attack each put in a fleet will dis
[quote]Would suggest that if we change it to defense we make it 25% instead of 20%.[/quote] Agreed, 25 sounds nice :) and thanks for correcting grammar. Luck could also be renamed, I remember Darca saying it could be called Accuracy or Optimization. It also can stay as it is, as personally I don't mind it, but for a new player it will be clear what this stat does if we change the name.
Starbase Militarizations has a bit wonky progression. First tier gives stronger modules then second, and in case of defense module, first module is as strong as forth. Multiplier Field 1: 1 beam, 2 missile, 1 mass driver - could be 1/1/1 Multiplier Field 2: 1 beam, 1 missile, 1 mass driver - could be 1/2/1 Multiplier Field 3: 1 beam, 2 missile, 2 mass driver - 2/2/2 Multiplier Field 4: 2 beam, 3 missile, 2 mass driver - 2/3/3 Multiplier Field 5: 2 beam,
Empathic Tactical Center: it gives 20% bonus to weapons, but Good civs get access to better defenses. Bonus to defense would be more in line with what bonus components already establish: good - defenses, neutral - defenses/weapons, evil - weapons. Giving it back 20% bonus to defenses will play more to good civ strenghts. Besides, +20 weapon makes it good enough to actually choose good as an evil race. //////////////////////////////////////////////////////////////////////////////