How is the anomaly "You receive +n on all three weapon/defense types" expressed? I got a couple of those, but on a ship with e.g. a single Laser the Beam rating is still 1. Applied directly in combat, thus not visible?
The effect will only start working if you upgrade such a ship, and only carry the bonus if, at least, one mod for each individual weapon- or defense type is present.
So if you get +3 +3 +3 on weapons you need to upgrade that ship to 1 beam, 1 missile & 1 MD to get +4 +4 +4 (for starting weapons). Because the option to research multiple branches of weapons is totally counter-productive, such a design is usually non-optimal. However, there are thinkable exceptions; for example before the first wars break out one usually can trade for some Tier1 or Tier2 weapons and turn some of his Surveyors into Heavy Fighters. With further advances into weapon research the anomaly-bonus will become rather minor...
Speed ro0lz! With good speed and good defense/HPs you don't need the latest and greatest weapons - something the AIs don't comprehend.
True. In the campaigns against the Dread Lords speed is one of the most important stats.
(that last Mx tech is awesome, btw)
what do you mean?
The majors have been doing a fair job of researching counteractive defenses, though not nearly as much as a player would. (That's been a long-time problem in the game.)
That's partially because some AIs are coded to ignore all defenses completely. So if they don't trade for or steal them, they will build all-attack ships forever. However, Minors always research defenses...
Altarian has developed excellent research and influence, something I believe you intended as a racial characteristic.
Research & Creativity, and some "Social" options, a little bit of everything, and they should become stronger as the game progresses. Many times when races develop different strengths its due to resource crystals or what SP they could build, not really much what a modder could do in that regard but actually I like the dynamics.
Krynn is the civ I designed purposefully to be an influence monster.
Thalan initially started up the branch, then switched to Beam, while I have been doing Missiles
Not sure what the Thalan is up to. His speed is nerfed but his population growth is really high.
Thalan is one of the civs where I completely changed the game, so to speak, simply because the "High Maintenance cost early on" approach doesn't reliably work. I took them back to vanilla also influenced by some of the ideas Frogboy mentioned in an old thread. They are now also super-reproductive, only dwarfed by Torians.
I have to say, I am most proud of the Thalan design because it has a very unique feeling. Factories & Labs are incoroporated into one building (Hives). This makes it much harder (sometimes impossible) to specialize worlds. But the AI can easily use that design.
I've also switched/shuffled some AI personalities (Thalan is one of these - they will now also research into defenses) so you will see the civs act differently to the vanilla or CU experience.
Science Congress is great. I always build it, sometimes in place of an Economics tech.
Yes. Some civs are penalized in research but I thought it a good idea to give many of them at least a 1PP starting building. So if they catch a lot of planets they still can dominate this way. Yor have it however quite hard in that regard
It took a lot of compensation to pry Temporal Warfare away from the Thalan, though - as it should be.
Many of the Invasion techniques are attributed to red technologies (weapons) that's why they get the same critical checking as weapons which carries hardcoded routines where I can't do anything. But that's fine. You basically get limited if you've been a proven hostile to other, engaged in too many wars or have a too-high military rating. Or broken treaties etc pp. The red techs also inflate most, and indeed the AI will use only the up-to-date recalculated cost when doing its math. Even if you sell these techs for cash etc.
The two tags a modder can use to influence this are
<AIValue>5</AIValue><WillingnessToTrade>50</WillingnessToTrade> [for Temporal Warfare]
The former is quite low (favourable) and the latter mediocre. I could up them but you would hardly see the difference. Some of the hardcoded routines are too severe. I think it's because late-game the research into weapons is basically what makes you win or loose the game, so the devs didn't want to have it too easy on simple techtrade games.
Where is Information Warfare invasion tactic?
@ Majesty. There are 2 other, even stronger, invasion techs where you can make enemies rebell to your side, one for Krynn and one for Korx.
Oh, and Drones. Drones have a base HP of 1. Barring mods, if a weapon rated 10 fires at a pack of 10 drones, shouldn't it kill them all? (while probably dying in the process)
Damage from one shot to another doesn't carry over. At least, not on the individual mod level. So if the attacker carries one weapon +10 it will have to fire 10 rounds to kill all drones. But if carries 10* a +1 mod it may clear them in the first round with extreme luck.
However, Drones aren't made to often survive battles. They're rather designed to be easily reproduced & replaced, always using such a design that a 1-drone-per-turn output is reached. If you then guard this planet with four fully outfitted MSBs you have your fleets re-up in no time. The losses the enemy carries will be much higher than yours.
However, this is a rather defensive tactic that can be effective in a suicidal-stalemate game or if you roleplay an Isolationist-Yor. Because effectively slowing down the enemy is also important to buy you time in order to catch the enemy into certain sweet spots where your Drones receive most support.
I won my first suicidal warfighting game this way, using the vanilla 2.042 TA and only Tiny Fighter, against a rampant Altarian
I understand the purpose of the Fleet Carrier name, but it is just a bubble ship. We'll have to discuss the name...
Indeed. Fleet Carrier sounds more like an overall category, not a class. But I wanted it to make it most obvious and didn't find anything more suitable. I'm not even satisfied with the hullname on which it is based of (Command Hull) but the thing is that hull/ship really isn't of much use for anything else. It's quite expensive and thus, even a luxury. The problem is I can't make it a strong fighting ship because you can fill fleets endlesslessy due to 0 logistics.
It appears that you used a form of the original CU texts. On re-reading, I did good work. [pats self on back]
This is gonna take a while. If you have changes to the tech tree, please copy them to me. I'll let you know when I move on to other files.
Yeah, the ongoing CU development was a major problem. I had to start over 2 times because, after some time, the CU changes got so manifold it turned out to be easier to take the CU final and reintegrate the FW development... And then we reimplemented farming again, and what not, but this time I couldn't follow because FW was already too much developed and that would simply create too many bugs or unbalances.
There's currently no work in progresses so you have all liberty at your hands. Because of the current good weather I'm rather spending the days outside and maybe finish the mod to 1.0 in winter. But I still need to have a creative input concerning the "theme" for some techtrees (that lack individualization or unique buildings or gameplay specifics) and that's something I can't really force.
Aynway you're welcome