[quote who="MarvinKosh" reply="574" id="3300602"]It's the auto-upgrade and the food multiplier tile that messes up the AI. Basically the AI will happily research and auto-upgrade all the way to the end of the Xeno Farming line of improvements, regardless of its situation. If it has two or even three farms on a planet, it will upgrade all of them to Advanced Farming at (by default) +7mt a go. If it builds just one farm on a bonus tile, then a massive population cap i
LD1977
Dunno, I like the economic benefit it gives (at least in the mod). That compensates for the slot used and combined with massive price tag on spies (long term) it is worth it for me.
Thanks. Seems a bit unfair, since I don't see them as really that powerful.
Hi, first I want so thank you for the effort put into modding the game, I can only try to imagine the work you had put into it. I am a bit new here (to put it mildly), have been playing your mod for past week or so and really like the way it works. Only one question - do Drengin have Counter Espionage? I have been playing a custom race with Minor tech tree and now have tried to make another with Drengin tree... got absolutely SWAMPED with spies by at least 3 AIs, 15 or so spie
Hi, I have won last few games (tough difficulty, 9 AIs) by not fighting at all but by making a massive fleet (= nobody dares attack me) and then waiting for civs in trouble to come begging for aid. Then I trade to them a bunch of oldest generation ships I have in exchange for technology and PLANETS. Now, is this considered to be exploitative? Normally planets don't come so cheap but I can replace 15 destroyers much more cheaply than it would cost to research all invasion techs and
Thanks. I am a bit of an old newbie and I couldn't find the info via Google. Now, building influence buildings on a planet deep in my territory is almost useless, right? It only affects planet influence?
I have another question that might be offtopic and I apologize for that, but since I am only playing this mod then answer might actually be mod-specific. I have an extreme planet very near my starting location, which got colonized by a minor race and then flipped to me. Now, the question is: What can I buy on it to get benefit? The planet has a +100% research field and a +100% influence field, and is of decent quality (PQ is 10-12, can't remember now). I have the cash to b
A question just occurred to me - does this mod behave differently with different game versions and/or patches? Since AI is modified, tech trees are modified etc. it seems that it shouldn't right?
DMF - I am not good enough for very high level :P just started playing again last week after a LONG pause from the game (nostalgia caught me). I think it would be smart for AI to prioritize armor if Drengin is around, early game Dominator Corvettes can be nasty.
MarvinKosh - I think the problem is not the assist modules themselves, but that the AI does not use their advantages properly. They DO adjust to player's weapons but not quickly enough. For example, Drengin and 3 other AIs use driver weapons, all other AIs use lasers. I alone use missiles. Drengin is at war with me and nobody else, yet they
OK I have played a few more games and here are the things I noticed: 1) Bugs: Only two minor ones so far (can be ignored but I just want to mention them for completeness): 1. The blank screen on declaration of war 2. In one instance, an AI player (IIRC Torian) has not used my civilization name in dialogue but used something like "Player Empire Name" instead. All other dialogues displayed everything normally. 2) AI behavior (on Tough): 1. In my o
The massive chore that is improving the starbases is indeed boring and best would be to make it so the cost of constructor is proportional to the benefit and then make fewer constructors with better benefits per constructor. For example, the first constructor and the economic ones should be current category of constructors, and any weapon improvements should be a second costlier category. I am not sure if it is possible to make that distinction, so another way is to make "weap
I tried this mod and am loving it. I like to use star bases and the fact they can hold their own is great :) Only problem is that it seems they can become pretty much invincible if the player researches defenses against whatever computer players use. In my game EVERYBODY used missiles so it was trivial to adjust to it - does it happen every time? Some variety would be nice. If they used different things then the game would be much more difficult (I am playing on tough since I like eve
[quote who="bbr91" reply="483" id="3239521"] Also, why are you playing 2.03?[/quote] What is wrong with 2.03?
Play tested the balance and am quite satisfied. The starbases can survive early to mid game attacks, even easily if supported by some ships and repaired, but late game they fall to small fleets if unsupported. Much better than in the original game.
I have a question about efficacy of influence starbases by themselves. For example, I snatched a level 9 planet from Dominion of the Korx in the early phase and then proceeded to fill it up with embasies and also took the trouble to put 4 influence bases in the sector to try and flip remaining 2 planets (level 9 and level 6 or so)... with absolutely zero effect. The bases were heavily upgraded until the cost of the entire enterprise backfired and got me steamrolled by others.
OK I think I figured it out somewhat. After I changed the repair value the bug went away. Apparently the repair module has to be able to repair around 50% of default starbase HP in one go.
Hm, could be, but I only changed hull size from LargeHull0 to HugeHull0... doesn't seem like such a big deal.
Yes I figured that since it is a matter of game logic, but it doesn't hurt to ask. I have made only one modification total so far (starbase hull) so not exactly expert here.
Hi everybody, I have a problem with starbase repair. I am playing TA, custom civ with Thalan tech tree, but I think the problem is general. When a starbase has no space for additional modules, it refuses to allow a constructor to open the repair screen. Is there a way to mod this to make the game "reserve" a spot for repairing? Currently the workaround I use is to just leave out a module (sensors usually) so the constructor can "dock" and open th