One thing ive noticed, no one ever wars with anyone. 466 turns into a gifted map and everyone is alive and well and trading with one another. Peace for everyone!
Annekynn
Universal Soil Adaptation is still called Universal Soil Adapter_Name and it now cannot be built anywhere, period.
- Universal Soil Adapter is mispelt as Universal Soil Adapter_Name. Furthermore it allows to terraform EVERY hex on the entire planet, not just once, but until the whole planet is terraformed, resulting in ridiculous planets. Was this intentional? - Having exact amount of ideology points for an upgrade does not allow it until you have 1 point more. So if you have 40 points and next upgrade is 40 points you cant spend them till you have 41 - Colony cost drain initially is still
This mod absolutely cripples me. In every single category each and every AI is vastly outdoing me. Either theyre not bound by the same limitations as what the mod imposes on the player or there is something im strongly missing. By turn 125 I have 20 worlds and im dead last place in manufacturing, economy and research
Also since im new to modding, is there a way to update the mod while a map is in progress? I removed the map and the save games I have are entirely unaffected with its removal, so im assuming any mods are integrated into the map upon creation and youre out of luck if you wish to change something mid game?
Some of the changes in this mod really break the game. Losing money like crazy due to initial colony drain. Xeno Commerce gives me a building that gives +2.5 income, but it can only be built if I have promethion? Well great, thats just very unlikely to happen if im playing on a rare resource map (which is always the case to reduce starbase spam). Im 80 turns in on this map and still havent found any promethion to allow me to build this structure so I can stop losing money.
That might explain why in my latest game two of the AIs just stagnated and appeared to stop researching all together. Although that didnt affect all the AIs, just 2 out of 5.
Frogboy: I appreciate that theres a difference between AI and scripts, but to us the end user that difference is largely irrelevant as we equate both under the term AI. While you may think the AI is working right in the sense that its colonizing and building and such, that doesnt mean its result is something thats enjoyable. In no other game like say, Age of Wonders 3 or Beyond Earth, will I find myself to be 20x more powerful than the next best nation/race, especially on a difficulty above N
Orange has been at war with me only for a very short time. You can see the two dips where we went at it and settled for peace shortly thereafter. Red however has been at war with me for a long time but I havent been fighting back, just sitting and defending my border. However in all that time they sent only 3 fleets into my territory. So they mostly ignored research all this time, and did what in return? They havent been attacking me, so why even bother to go to war in the first place?
[quote who="naselus" reply="25" id="3580252"] ... the fact that you're playing 2 difficulty levels above normal without ever touching the economy wheel kinda illustrates my point about the AI not leveraging it's handicaps even more. Playing without ever looking at your economy should be something that's barely sustainable on Normal, let alone Gifted or Genius. [/quote] To be honest ive never touched the wheel because I forgot it even exists. Im a noob, but I had
And I wish I had noticed this sooner, but this confirms why red and orange are so terrible after 480 turns, theyre not researching:
Sorry my original post is incorrect, Im on Genius difficulty and not Gifted. so 2 above normal. Regardless, I dont see this as being a resource issue at all. By turn 480 the AI shouldnt be moving at 3 or 8 hexes per turn. My fleets shouldnt be 20x more powerful. And I certainly didnt mess with the economy wheel on this map or any other, ever. Ive always got it left alone on default. So this isnt about me having more resources than the AI, its about the AI either 1) not researching the right t
Any word on 1.2 compatibility?
1. address starbase spam by either vastly increasing their coverage range (for mining ones, not economy) and/or vastly lowering the amount of module upgrades they need. Perhaps make the modules something we can just purchase right on the starbase which would remove all the constructor spam that happens 2. the UI needs to clearly alert you when enemies cross into your territory. Right now the notification is hidden and buried at the BOTTOM of a list. It needs to be right on the screen
[quote who="Frogboy" reply="7" id="3580051"] The AI put together a larger fleet than you put together but your complaint is that you designed better ships than it did right? Try playing on a harder level. The team is looking at improving the AI unit design system but as you can see, it's not nearly as good at mix/maxing as good players. That's why there are multiple difficulties above gifted). [/quote] Do the level
Is that assumed or proven though? Because right now I dont think the AI even uses technologies correctly even if it has them. By turn 480 their fleets still move anywhere from 3 to 8 hexes while mine move at 33.
Well if the AI is clueless on Genius, will it automagically become smart on Godlike or just get more resources/cheats?
But... they build large empires... and research buildings... surely they should have the same techs? Especially if theyre cheating on the higher difficulties? There is no reason for me to be 20x more powerful
Genius difficulty, immense galaxy, 5 AIs (to give them lots of room to expand), here is a picture of the 2nd most powerful nation on turn 480 (and yes, im Canada):
What ive ended up doing is in the cartographer I loaded each stamp one by one and made note of which ones contain lots of water. I then deleted those stamps from the game folder, so now when I generate maps there is very little water to begin with and I can either leave it as is or fill in the remaining water.
[quote who="parrottmath" reply="238" id="3381764"] 1) There is no option for this 2) There is no way of editing the stamps into the editor. The best you can do is place a stamp to look at what the stamp has. 3) If you search through them yourself the tile that states 'water' is the tile called submerged. Many of the stamps actually do not have submerged tiles in them, it is how the program stitches them together that provides the water. 4 -- 
So im trying to get a random huge world without water, or as little water as possible. At the very least in the center of the map, not too worried about the outsides. So few questions: 1) Is there a "no or little water" option somewhere I could toggle? 2) Is there a way of modifying the base stamps to remove water from them, or even more simply, how can you load the stamps for editing in the workshop? 3) Does anyone know the names of some of the stamps that contain a l
[quote who="Frogboy" reply="67" id="3302221"]I've been working on the AI today to do better on larger maps. It'll make the turns take a bit longer but I think I've made substantial progress.[/quote] Your efforts sir are most appreciated. We look forward to the changes!
[quote who="Mmrnmhrm" reply="19" id="3301302"]Can someone name a land based game similar to this that has a better AI? I'd really like to hear it. HOMM VI? Warlock? MOM? Civilization V? Other than Galactic Civilizations, which doesn't have magic, I can't think of one. I can't win above Hard on a typical map. If you really want the best challenge, IMO, you really need to play as each player and design lots of units. This game's A
OP, see me thread on the issue: https://forums.elementalgame.com/438622