Finished my live playthrough for today. You can catch the replay here . I have to say, it's a sobering experience to lose a planet to the Torians as the Drengin. Too bad there isn't an achievement for that. ;) Overall, I would say that the AI plays quite well. It's especially nasty at using military starbases (the Torians had one of my planets basically locked down with two of those
RemingtonRyder
Well I'm going to take the lastest update for a spin and stream it to Twitch . I probably won't do any commentary, but I'll try to give you an idea of how each race is progressing.
Um, depends what tool you're using. I had a go using REC .
Yeah. It plays a bit like the Federation in BOTF - really slow off the mark. I didn't get anywhere with decompiling, unfortunately. It all looks obscure. Well, apart from the bits which validate input strings, those I sort of understand.
Well, this is basically why I divided up the industrial techs in SWFM - so that AIP 8 wouldn't go nuts. I think someone suggested linking industrial techs from hull techs. It sort of makes sense - you need the improved factories when you're going to start cranking out larger hulls. And it makes the AI research something it needs more. AIP8 is more than capable of throwing lots of ships out there with just asteroid mines and the basic factories. I roll
Live streaming a playthrough of the community update. I know it's super late/early for you guys, so feel free to catch the replay or something when it's done. :)
Also, P.S. quoting is still broken, I decided I would format the quotes in italics and add atrribution at the top for the hell of it. :)
Maiden666 wrote: I think your SpaceWeapons mod did fix some of the problems, it would actually be easy if techs could have multiple pre-requisites. On the other hand your mod was the hell annoying to play [e digicons]:P[/e] because of the limitations.... For example it's a common occurrence suddenly CivXYZ (who are militarily ahead) declares war on you and you are now pressed to do something about it. Researching weapons usually takes
Miniaturisation has always seemed a little bit too powerful compared to doing research which makes particular components more space efficient. The cost does eventually scale up enough to make me think 'Do I really need more?' Tell you what, why not try somewhere in between 30 and 60 and then with a playthrough we can see whether it needs to be changed further. Like I said, an early military leader doesn't have much incentive (a trigger which increases the imp
I recently got an e-mail from Dropbox, which says that you can create shared folders: When you save something to a shared folder, it'll be as if you saved it straight to your teammates' computers. When any changes are made, you'll see them instantly and get a notification too! So I imagine you could use it that way.
Probably because it's against the EULA? :)
Cool. I've updated the top post with links and stuff. Anything else you would llike to go at the top there, or take out? :) I had a play around with the hull stats today. Discovered that there's a particular order in which you need to do it in, otherwise you can be there all day tinkering with them. This may be useful to designers and modders alike, even those not working on Galactic Civilizations specifically. But otherwise is very
Food percentages means that the AI doesn't end up with hugely overpopulated worlds (thanks to food bonus tiles and farm upgrades) which it tries to keep happy by lowering taxes across the board. It tends to behave and only build a couple of farms on planets, which when fully upgraded nets a max population of 14Bn.
If I were going to create a custom race, I probably wouldn't settle for just snagging any old racial tech tree and racial improvements. :) The easy workaround for players that don't want to go to quite that length, but don't want some other race to steal their unique building is to not put that race into the game. There are enough races in the game that you can have two on the sidelines and max out the number of opponents.
Like you say, fleet attack is uber good. It's so good that when I have HP modules available, I add some to my capital ships, because past experience has taught me that you can't rely on defences alone. Capacity (and also miniaturisation) dictates the number of weapons you can stuff into a fleet. So perhaps something to look at with regards to hull stats (no matter what happens with weapons) is whether increasingly massive capital ships should offer good capacity fo
Well, fair enough with the changes to the SF, DDG and HS. Not thrilled about reverting to almost vanilla stats for weapons, though. I don't think the hypothetical battle between all-attack ships and mostly-defence ships is an accurate representation of what the human player and AI will do. The AI will use defences if it has them available - granted, not always to the degree that the human player will. Similarly, a human player realises that a mostly-defence ship
It's just the layout of the tech tree that needs to stay as it is. More descriptions are always welcome. :)
Actually, the vanilla weapon progression is somewhat suspect, particularly at the lower end of the scale. That's why I spent a bit of time rebalancing them when I was working on my own mod. So that's why, when Gaunathor posted the spreadsheet with everything, I added columns for damage/cost and damage/size to see how well the weapons (and defences for that matter) scaled. I was happy with the numbers so I left it at that. As far as hull progression goes, it&#
Well, as I said, small and tiny hulls don't get a lot of hitpoints in the first place. One is available without any research, and the other is available early on. So what I did there was to bring the cost (and therefore the cost per hitpoint) down a little bit. So if you lose them, you haven't lost as much production on building the hull. This change reflects the relative ease in obtaining and using these hulls. So then I increased the hitpoints and cap
When I got to version 6B of the Space Weapons mod I did change the hull stats quite a bit. Basically, I don't mind if light and heavy fighters blow up, because in my mind they should be expendable and you should not be trying to squeeze as many modules on there simply because they have a low HP value. But capital ships should tend to be a bit tougher and have better survival odds in fleet combat. However, one of the drawbacks of increasing capital ship HP is that you
You can't build a queue of ships, but if you have ship-building colonies that are relatively close together, you can get each of them to build the different ships you need and send them to a rally point somewhere in between.
Not sure, honestly. The presence of dialogue for the Drengin suggests that they were originally in the scenario but were cut, probably because they made things more difficult than they needed to be. I guess that if you were to keep the Altarians in, their greeting could add to the immersion somehow. I'm not familiar with the mission beyond what you mentioned, so I don't have a suggestion there.
Okay, thanks. I'll see how that goes. :)
Yep. It's amazing what a pop culture reference will do for a tech description. :) I decided to play the Yor for another playthrough (though I'm not recording it, already got enough video to work with haha) and well, I find myself leaving a lot of tiles empty because I honestly keep running out of money to maintain more improvements. What sort of population should I aim for when I play as Yor?
Well, you could make a Falling Down reference and say that Larry was "not economically viable." That fits rather well, I think, even if the younger players won't get it.