Totally agree. There shouldnt be production worlds and research worlds etc. The buildings should simply count empire wide, so if you need more production you build production buildings ANYWHERE. Then you can build nice balanced worlds, or better yet just have the AI do it for you. It wouldnt have to worry about adjacency or proper positioning, just the number of stuff. However, the downside of this is that the players empire would be identical to the AIs empire, and so the only thing that wou
Annekynn
Thanks for trying! Yes I verified game integrity after having the latest optin installed just to make sure its all there.
No change here, game still goes boom.
Thanks: http://nova.xzibition.com/~nexworks2/Game3.zip I also have ticket IDN-366-67845 open with the file attached there.
Yeah I tried that, rolling back to a save file 2-3 turns away, still eventually broke though at the same spot. Sigh.
[quote who="MottiKhan" reply="50" id="3588986"] @ Annekynn - I ran yours to the next turn too. Here's the save if you'd like to try it. https://drive.google.com/file/d/0B9j-qzDTvZc8em5xTzVyUEEwM28/view?usp=sharing [/quote] Thanks! Ill go try it right now. How are you getting the turns to complete correctly? Edit: gam
Well, I just ran into this bug. Turn 287, cannot save or continue. Trying the 1.31 optin now. Edit: nope, still gets stuck on Idle Ship greyed out. Save game here: http://nova.xzibition.com/~nexworks2/Game3.zip
[quote who="naselus" reply="402" id="3588870"] Quoting Annekynn, reply 400 Also what determines what weapons your carriers fighters use? The module you use. Assault fighters use lasers, guardians use missiles and drones use kinetics (iirc) [/quote] So my carriers
Also what determines what weapons your carriers fighters use?
Well ive never seen carriers in vanilla after 200 hours of play so this is all new to me. The fighters take out large capital ships in a single salvo with laser weapons, even with the ships having large amounts of laser defense. Are the fighters supposed to be that effective? Only way im combating carriers is to use carriers of my own. In fact im not building anything but carriers right now as theyre ridiculously powerful. Is that due to this mod or due to 1.3?
So my fleet of 7 capital ships vs 11 enemy carriers loses completely as none of my ships shoot the carriers, they just fly around and fire 2 missiles at random drones. I reburb the fleet to be 7 interceptors instead, and they still ignore the enemy carriers. So what do I need to kill enemy carriers? And why would capital ships and interceptors fully ignore them?
Ah its not 29 ships, its 11 ships that are almost all carriers, and my capital ships entirely ignore the carriers. Wonderful
AI is seriously kicking my ass now. Fleets of 29 ships made up of support ships, cruisers, and interceptors. One thing is for sure, even having set my Hives to +2 production (instead of 4) it is not enough to keep up with the AI on genius setting, nowhere close. 4 seemed too much but I think next game 3 will be the sweet spot.
*sssshhhhh* This dont need fixing! It rewards the player for very careful planning
On gifted I was a god as the AI used small and tiny fleets. On genius im a peasant...
Thanks for the update! Starting new game, genius, but putting in +2 production to Hives (half of vanilla) as on previous map (aborted due to this update coming out) it made the pacing feel more normal
One thing thats also happening now that wasnt before is that im getting stuck on every turn now with the next turn button being a gray "wait". Saving and reloading lets met continue to another turn before it gets stuck again. Didnt have this issue in vanilla 1.3 optin so not sure if 1.3 final did something or its mod related (this is the only mod im using).
On turn 159 of a gifted map and one of the AIs is still flying fleets of Tiny ships. Previous genius map the AI had a fleet of 17 medium ships entering my space by turn 150. Is the difference between gifted and genius supposed to be this significant?
Please dont change the way you have terraforming working right now, its perfect. While the initial techs may seem a bit too powerful the result is that we can far sooner plan the layout of our worlds resulting in far less future micro management by tearing down buildings to reposition them. Reducing empire expansion penalty from 2 to 0.05 has resulted in me reaching profitability with this mod around turn 110 which is a HUGE improvement. Putting Hive production bonus back to 4 has als
Going to try gifted, but this time put Hive production bonus back in and reduce colony maintenance penalty from 0.2 to 0.05. See if this gets me a nice balance of things
Normal? Hrm ok. 210 hours into this game and ive still yet to find a balanced game where things arent stupidly easy or stupidly impossible. Sigh
Furthermore since 1.3 optin 2 vanilla didnt do this, unless 1.3 final dramatically improved something im now seeing the AI wielding 7 ship fleets of Medium ships before ive even begun to research Medium tech, that is how far behind I am. Ive never paid attention to how quickly I start getting medium ships before but surely 150 turns in it would have happened already. Goes to show how far behind I am now and thats WITH massive amounts of cheating!
By turn 144 on genius setting now im losing 196 credits a turn (third of my worlds and growing are dedicated to money only). As much as I love all the modifications youve made such as larger starbases and AI improvements, the money situation compared to vanilla is just game breaking. Even after using the modcredits cheat to give myself a faster start by donating 30,000 credits to my cause im dead last in military and have everyone declaring war on me. The big problem I see is the change to Hi
Yeah I dont see what the point of pirates is either. Theyre just a nuisance when youre colonizing. Otherwise they can be vanquished with remarkable ease so I just turn them off.
Remind me again, every time I update the mod the only way I can have it take effect is by starting a new game yes? Or is there some way of updating a game in progress?