[quote who="Gauntlet03" reply="1" id="3588946"] Moving parts? As in detaching and choosing a new attachment point? If so, No. Undo/Redo... No. I wouldn't expect these, anytime soon, they have a lot of other priorities with the game right now, and while I am horribly biased towards wanting more ship design tools (all I do is make ships for Gauntlet's Race Mod), its already the most robust feature set of the game, it doesn't "need" much i
trigorin
Are the following basic features still missing from Ship Designer? Moving parts (the M key was the shortcut of this in GalCiv II). Undo/Redo. Hey. It's 2015. It's 1.3. :)
I see that AI gets certain bonuses on different difficulty levels. However is there changes in how deep algorithm it uses according to which difficulty levels has been set similarly to how it worked in GCII?
Ok, it sounds promising :)
Has anybody seen the AI going for Maigc Victory? I'm aware of that it can't win through passing Master Quest, but I was hoping it could build up for casting Spell of Making. I see no signs that AI would go for it even if an opponent were in the appropriate situation to do it easily. Especially on Normal difficulty level.
[quote who="Yarlen" reply="88" id="3402440"] Sorry, gang, making the AI moddable is not in the cards.[/quote] Even the multipliers are not? Sad. However I would appreciate if you published an official sheet with all multipliers of difficulty levels. There are a lot of speculations here and there, but nothing seems to be clear.
Would you make difficulty level bonuses editable please? I have to admit that it annoys me playing against AIs that have double income rate even on Hard.
It would be better if resource bonuses were not hard-coded.
I measured the income rates of a hard AI in a recorded game, and it seemed to me that AI had a 2x multiplier there. Tooltips showed the expected values, but the numbers on the top right section of the UI were growing twice faster. Does anybody know where these mulitpliers are set?
Some findings here. - Sometimes the list in an opened Build or Train window gets empty when switching zoom level between cloth map and world view. Window must be closed and reopened in order to see items again in the list. I have experienced it once at the beginning of a game. - Hotkey 'T' of Train window doesn't work when Build window is opened. - Tip window of yield over a tile does not scale with zoom. I have to zoom close to the ground to
When I open City Details screen while cloth map is shown, the city itself is missing from picture, nothing is there but terrain and routes. Zooming back to strategic view, city appears on the picture again.
With 1.00 I often experienced sluggish screen scrolls independently of zoom level. It seems to be completely gone since v1.004. This is very appreciated improvement. However sluggish screen scroll is still there when I zoom out to just before switching to cloth map, but it is not so annoying at the moment.
That was not clear to me. Great. Thanks.
I have seen duplicated spells in Magnar character screen. Burning Blade and Wither are presented twice. Their description are different a bit, however.
So Master Quest is just a unique alternative for human player to win in a game going to a dead end. This is an uncommon asymmetry between AI and human player in a Stardock game :) In spite of that fact I'm still really interested in 1st and 2nd questions as well.
That would be a very nasty victory for the AI :)
I've read in a forum that AI has not to go through quest steps, it rolls dice instead. I'm interested in 1. how it is calculated? 2. how it is related to human player possibilities? It takes much more time for a human player to pass a quest, while his or her units gain experience in corresponding battles. 3. Can AI win Quest Victory?
[quote who="Frogboy" reply="20" id="3259180"]Well the AI doesn't get to complete quests automatically. They simulate the quest (rolling the dice) and they aren't allowed to go on tons of quests like you humans are! [/quote] Hey, and what about your principal that a feature AI can't handle well must be cut off? ;)
Is the game currently using stamps in map generation? Where are these stamps in game directory if any?
Okay, but what does mean "extra strong"? Relatively to possible attack values?
No, thanks. I'm talking about numbers in character window.
Hi, I would appreciate some explanation. What does mean the red or green background on Defense value? And why are some Attack or Defense values presented in green?
I'm wondering why there isn't Event Log in the game (like one in Galactic Civilizations 2, Civilization V etc.). Last time I got a strange spell on my city (black clouds and black rain for a short time), but no info appeared on what happened to it. I thought an Event Log should contain these kind of info.
Since terrain doesn't matter, unit positioning is partially important, exit spaces are gone, I don't see the importance of hand-made tactical battles. Generating random maps wouldn't be so difficult from now, I guess. So having randomly generated maps which layout depend on surrounding area where battles occur would lessen a bit the repetitive feeling of tactical battles.
Interesting thoughts. However I'm sceptic about this dice roll thing. According to Brad's principle, that a feature which AI can't handle will be cut off, I would say quests can be followed by AI as well. These kind of quests are only sequences of minor goals which can be defined enough to handle it programmatically, I guess.