IvanTheTerribleToo

IvanTheTerribleToo

Joined Member # 2393907
8 Posts 16 Replies 72 Reputation

Yes. I was able to get it working somehow, actually some do, and some don't. The things that didn't work, I just put in the normal data folder. Thanks though.

2 Replies 3,087 Views

I have created a few mods I would like to try. I have gone through the mod doc in detail, and I understand how to mod, and I believe I understand the modding folder structure. I modified 4 xml files (custom planets, starbases, planetary improvments, and techs) and placed them in the mods/default/data/* that corresponds to the particular mod. I set the mods folder to the default in options. I am not getting the mods in the game. What else do I need to do to have these 4 files used as mods?

2 Replies 3,087 Views

Given how easy it is to destroy starbases, having the AI build these would be useless. There have been numerous posts about how incredibly weak starbases are, and it is so true unfortunately. The only time they are safe is if they are a long way from the front lines agains the AI. I can easily pick of the AI bases by building a very fast fleet (say 43 move) and running behind enemy lines and picking them all off. I will soon be running with a mod to double or even triple the offens

18 Replies 15,410 Views

Ok, so what you are saying is building large ships is utterly useless. I would think that this should all be based on the number of guns, not ships. If you think of this logically, should a huge ship be able to take on a dozen fighters? If all things were equal attack-wise, I would think that they would destroy each other, but based on what you are saying, the huge ship would only take out 1 figher. Wouldn't starwars be really boring if an Imperial Star Destroyer would only be able to target

7 Replies 12,465 Views

Check this out: I have screen shots of this, but I am not sure how to post them here. If somebody would not mind informing me how to insert a few screenshots, I would be glad to give them. I had a fleet that had: mass driver: 1164 and beam: 12, and a beam defense of 366, total hits were 601 An enemy fleet had: beam: 1076, NO mass driver defense (but missle defense of 639), and total hits of 290 So, I had 1164 attack vs his ZERO defense against it.<br/

7 Replies 12,465 Views

Not true. It really doesn't matter what size ship you use, they all balance out in the end between hull points and hit points. A stack of tiny ships, built with the same weapons, should be comparable to an equal logisticaly level of huge ships. At least in the same ballpark.

13 Replies 8,059 Views

After running wtih 1.2b1 for three games now, I am finally able to post on it. First, let me say that 1.2 is a HUGE improvement over 1.1. Phat kudos to the dev team. I have put a few posts out criticizing the AI, and many of my previous beefs have been cured. This includes major improvements to: 1. AI ship/fleet building ability. They now field fleets in the end game that are a challenge to a fully developed human empire (tech wise, and military wise). 2

13 Replies 8,059 Views

I am not going to bother reading what others wrote to you, but here are some tips: 1. I play on research normal, as getting your econ going will be slowed by slower research. You won't be building research every turn after you do the most basic techs. Probably won't matter that much though. 2. It is ok to buy your first factory, in fact, I think it is manditory. HOWEVER, don't be spending all your cash buying stuff. This will kill your econ as buying costs way more than

21 Replies 12,229 Views

I was beat by 1.2b last night, which was a great thing. I have never been happier about getting whooped on before. However, it was fairly early game. The Torians declared war on weak little me without asking for cash first. This probably makes it more entertaining, but again, I hadn't had enough time to build up to avoid the "suicidal diff AI mad early rush". We will see what happens when the AI lets me live a while longer. Yes, sometimes the AI opps beat on each other, and that

19 Replies 10,184 Views

During a game: 1. After some period of time, all my ship designs were gone. I was able to start new ones, but 100's of designs missing. Reload did not help. Restart did. 2. At one point, constructors trying to move onto a starbase didn't have any effect. No window, and they didn't move on top of it, just next to it. 3. Shortly after the constructor issue, the menu button had no effect. restarting game resolved all issues. log: <br/

0 Replies 1,443 Views

I never said the AI was "bad". The AI is actually pretty good compared to many games. I am making suggestions for improvement. And to answer the question of "cheating", can you beat the game on suicidal with out cheating in some way? It is possible, but likely extremely impossible. Since the AI can send out a gazillion colony ships before you can even produce 1, it gets an early huge leg up on you in terms of numbers of colonies, and thus will likely be able to over-power you earl

19 Replies 10,184 Views

I posted this on another thread, but wanted to see if I could get another thread focusing on AI enhancement suggestions, post 1.2 beta. First, let me say I do AI work for a living, so I have VERY high respect, tolerance, and understanding for you who do this. It is clearly the most difficult to implement part of any game, and probably always will be until someone invents the positronic brain. Just to iterate what I see as necessary core improvements to the AI:

19 Replies 10,184 Views

Ok, here is my 2 cents... I agree completely with the statements about the AI problems. However, I think its differences with Civ4 are actually "potential" strengths. I have played this game much more than Civ4 (so far), mostly because this game offers SO many different paths to victory. Civ4 seems to play out in very much the same way every time. HOWEVER, the flaws you mentioned are the root of the problem as I am about ready to put this down as well. I now pla

53 Replies 27,945 Views

Comments on your comments: 1. Yes, I completely agree that it sucks that you loose a turn of production when you reload a game. I only get a few turns in a day (new baby), so this hurts my games. However, if the AI suffers from the same penaty (do they), then it is not as bad. 2. Agreed on the upgrading. I originally thought that upgrading was too expensive, but they have decreased the cost. I would like to see it even further decreased. 3. I occassiona

11 Replies 7,142 Views

Ok, let me get in on this. I have played around 30 games to end or near end (when I am overwhelmingly winning or losing). I In the last 10 or so game, I am playing on the higher difficulties (masocistic most recently), and in order to even think about competing, I need an advantage. I ctrl-n until I get a precursor mine. The definitely exist, and I would say your homeworld will have one in about 1 in 30 game starts (give or take some) on average. I have NEVER seen more than one on a world.

63 Replies 45,714 Views

What difficulty level are you playing on? Try playing on Masochistic or higher. Granted, the AI needs a lot of work to compete with really good humans, but these higher difficulties compensate by cheating (higher output and more starting ships). This may help you loss more.

12 Replies 7,746 Views

Military and Social production is done from the same building so it makes very little sense to make them independent from each other. I would like to see total industry (mil. and soc.) seperated from research though so that we could have 100% industry and 100% research at the same time. Actually, you make a very good point on that one. I must

8 Replies 6,220 Views

Again, this isn't about spending. If I focus mainly on economy at the start of the game, I can quickly get to a point where I can't spend everything I am bringing in. This is about manufacturing capability. There are times for savings in the game, and times you want to spend out the butt (ie when you go to war). If I have 100 military points available, why should I have to decrease my research output (REGARDLESS of spending) to do so? That is like telling the housing market that they can't

8 Replies 6,220 Views

My point is that if you set all 3 sliders to 33/33/34, you are only using 1/3 of each catagorie's full capability regardless of spending. Another example, say each cat has 100 production capability. You can set one slider to 100 and the others to zero, and the one has 100% utilitzed, and the others zero. But if you want to increase one of the zero's to say 50%, the one that was at 100% has to come down to 50% to allow that. If I have 100 research points based on the reseach centers I have, w

8 Replies 6,220 Views

Yeah, I miss the terror star from GCI, and yes, I agree, a game option to enable that ability would be fantastic!

23 Replies 14,869 Views

After playing this for many months, for many, many hours, I have reduced a long list of wants to a few critical wishes: First, let me say I love this game, and I have played it actually more than Civ4 now, which for me, there is no higher praise. You have come very far in terms of improving this game since its release, and you all deserve VERY high praise for all this, especially the post release efforts. BRAVO!!! Except… 1. We need better AI for maximizing ship creation

8 Replies 6,220 Views

I have a bug where during the computer turn, the game locks up. I am running 1.10[b4].018. I am about 3 years into a great game. The autosave, prev auto save, and the most recent other save all have the same problem. I am not using mods. I still have control over things as you would during an end turn, just that the next turn never starts. These are from my error log: Debug Message: Arcean Freighter M2-1 1341 has no trade r

1 Replies 3,102 Views