zuPloed

zuPloed

Joined Member # 4911130
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[quote who="admiralWillyWilber" reply="9" id="3645041"] What is thepopulation slider.. [/quote]The thing you see when you build a new colony ship or transport.[quote who="hfxnikolai" reply="8" id="3645030"] 1) The Ai understand how to use culture as a tool.... [/quote]Wellll... You can tell it to build more culture improvements on each planet... But this leads to oddities like rush buying them very early in the game... You can also specify tech governors in the AIS

35 Replies 137,486 Views

[quote who="admiralWillyWilber" reply="4" id="3644828"] It's been elaborated on another post that if you get the morale high enough it gets rid of coercion. If the Ai would build more economic starbases around it's planets then you wouldn't have to worry about this, so if the Ai did this then it wouldn't have to worry about coercion. [/quote]Uhm... I think you mean this thread https://forums.galciv3.

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[quote who="admiralWillyWilber" reply="2" id="3644818"] Well I there is a way around the wheel not talking about modding, and that is morale or economics. That could be a direction that the Ai. shoots for. [/quote]I don't think I understand this sentence at all. Could you elaborate?

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[quote who="Horemvore" reply="113" id="3644700"] I changed this to force the AI to build more Eco bases since I found they build far to many Mining bases, but I guess that is personal preference. [/quote]An idea I have played with today, is changing the constructor blueprint to add life support later. Success is mediocre :/ Maybe make a split constructor one with support and one with support. The former being for upgrading, the latter being for grabbing far away stuff. But then I wo

156 Replies 329,279 Views

Hi, through observation and experimentation with the AI files I come to the conclusion, that the the following changes should be made before long. I will try to split this wishlist in an ASAP (1.82/1.9) part, which I imagine to be fairly easy to implement, while having a reasonable impact on AI performance and a beyond part, which I imagine to require a little more effort or have less impact on the AI performance. <span style="

35 Replies 137,486 Views

I usually play 8 civs at 'large', so I usually end u with about 10 planets. I don't play higher, because it makes turn durations obnoxious (past ~ turn 200) on my computer.[quote who="admiralWillyWilber" reply="28" id="3644708"] and let's not forget maidens original question do you do this [/quote][quote who="zuPloed" reply="27" id="3644668"] Also I am not building them at once. In more practical cases I will have like 5 or 9 SBs per system (don't forget SBs

52 Replies 215,184 Views

@Horemvore What are your thoughts on having the AI cheat in your mod (*cough* stardock AI doesn't cheat except the official modifiers *cough*)? I managed to make it rather reliably build multiple research cloisters, tech capitals and occasionally also more thulium data archives then it has ressources for. Similar for wealth and manufacturing, though not quite as bad for manufacturing. I also currently changed 0&l

156 Replies 329,279 Views

[quote who="Maiden666" reply="26" id="3644657"] are investing an enormous/absurd amount of production [/quote]Don't overestimate constructor cost. Since you can drop engines and life support when you are building economic starbases, you pay about 50-60 manufacturing per module. Lets add up the cost: Starbase: Economic SB + factory module + zero G scaling + Orbital Replicator + Interstellar collector = 5 consturction modules (250-300 manufacturing) fo

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[quote who="marigoldran" reply="24" id="3644364"] You either make the AI smarter, which appears difficult [/quote]Weeell ... from the perspective of someone, who is occasionally tinkering with it and to that goal also spends a fair amount of time observing it ... This is hillarious. The AI in its current state is basicly stumbling over its own feet. SD chose a very weird way to implement in the beginning, or - what I think is less likely - put a lot of effort into ob

39 Replies 179,976 Views

No, you are ALL wrong! (Because I say so :P) [quote who="erischild" reply="12" id="3644262"]I love i! Stand your ground! Play your way! [/quote][quote who="builder680" reply="10" id="3644244"] Planets should be affected by just one economic starbase. It does not matter than you aren't required to do it. What matters is that it IS required for optimal use of your colonies. It is not good design for optimal production to require 6-18 starbases PER COLONY, each of which req

52 Replies 215,184 Views

[quote who="zuPloed" reply="14" id="3644192"] edit: you can actually make it depend on planet size, the standard AI just doesn't use this option. (I know what I am gonna do tonight ) [/quote]Too happy too soon :( You can apparently make the governor planet class dependent, but you can't tell the AI to use several different e.g. Homeworld governors. Stardock ... why you tease me so?

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The problem with power rating is the heavy weight of fleets. Since the AI stocks their worlds and starbases with ships, a lot of its power rating is not necessarily a threat to you and might actually be offset by your tech and production capabilities.

91 Replies 255,818 Views

Uhm, just installed the Improved AI. You seem to use my tech governors and planet governors (slightly changed so the AI rushes consulates at the start?) but not my improvements. This essentially cripples Thalan among other things, because hives are not labeled manufacturinghubs anymore. Presumably it also breaks Krynn, since their special buildings are not labeled approval instead of influence anymore.

156 Replies 329,279 Views

[quote who="cbholmes" reply="13" id="3644182"] The difficulty tiers are just percentage-based bonuses though. It's not "AI". Regardless of whether you used a flat bonus system or a percent-based one, the game is always going to be easy/difficult based upon the real, true, AI of the system. [...] [/quote]Hmm, I am not sure if your post is aimed at me or marigoldran. The section of my post you were replying to were my response to him saying you can't write AI for that since it

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[quote who="Mystikmind" reply="73" id="3644113"] I did harrass them a few times with fast survey ships and kill their asteroid mines and any constructors i came accross. They have some powerful fleets but the speed is only 3, is that why they wont attack? [/quote]This is the point where I suggest Horemvores Tweaked AI :P Among other things the blueprints for ships are tweaked to ahve more engines.

91 Replies 255,818 Views

Hmm, I played around abit, I don't think terraforming starbases are gonna be a thing. Putting a trigger on starbase module construction was easy and worked. When I switched around the effects it turned out to be more complicated. I used the 'ConvertDeadPlanet' and 'ConvertDeadPlanetProportional' actions. The former didn't seem to work at all for me, the latter stopped working after I introduced a scope to the trigger. I had similar results for &

8 Replies 17,247 Views

Yeah but that would still leave the calculation of an idea pattern. In that sense I would actually consider a per planet cap the more elegant solution. And maybe with a planetary upgrade that increases the starbase slots. It is also not that big an issue that I would mod it. GC3 is singe player sandbox (for me) so I can play without min-maxing everything. Would be different for multiplayer though.

52 Replies 215,184 Views

Hmm, I am not done digging yet, but I believe what you are tying might not be possible. That is because I don't see how we can change the available target types of colonization to dead planets. What might be possible is converting planets on constructing a starbase nearby. Possibly even via a starbase module. I am not done digging yet. ------- You can see all event types and action types in data\Schema\Enum\ModifierEffectTypes.xsd

8 Replies 17,247 Views

Nonsense. That is why there are difficultyy tiers, so that everyone can play on theirs. You only need to balance different heuristics for different difficulty tiers. highest tier gets the best heuristics (and maybe some small bonus), done. By the way, feel free to read my first post again, I asked a couple of questions there. You should really try to mod GC3 to ahve flat boni on all buildings and see if that makes it any less exponential. You are aware, that these % boni are additive,

39 Replies 179,976 Views