Insane Abundant Balance Mod
A mod designed around balancing the game for large maps with many planets.
Features:
* Massive AI work, to make the AI more competitive even on normal difficulty.
* Replaces Large Empire Penalty with stacking maintenance costs.
* Reworks the balance between 'wide' and 'tall' empires to make planet-grabbing less important, smaller empires more capable of competing with large ones.
* Fixes sensor stacking and engine stacking.
* Includes dozens of bug fixes
* Trade and Tourism more valuable
* Diplomacy less exploitable
* Ship blueprints improved
Install Instructions:
Just extract the .zip file to your My documents\my games\galcvi3\mods folder, then start the game. Activate mods by going into the Options meun, selecting the Gameplay tab, and turning on the 'Enable Mods' checkbox, then restart your game. To check it's working, just start a new game. If the minor races are listed as playable factions, then the mod is working.
Current Version:
1.7.1 for GC3 1.7
Latest version download link available at:
http://www.nexusmods.com/galacticcivilizations3/mods/13/?
Not sure if you picked this up already, but your tiny fighter blue prints (not the kind on carriers) the Kinetic (now guardian version) filer component is set to beam weapons instead of kinetic.
EDIT
Actually the missile bombers also have the filler component set to beams as well.
You have to change your default download location in your Nexus profile setting. And you can only do that if you are a premium member. So yeah, I paid 4 pounds to get this mod.
And yes, I did start a new game. Felt a bit bad abandoning my 30 hour save but oh well.
AIStarbaseGovernorDefs.xml
the governor simply doesnt allow the AI to build defenses on the Starbases^^
thank you!
I kept poking around in naselus' files, and didn't see it, good find! so, if I removed the line:
<DontRequestConstructor>true</DontRequestConstructor>
would the AI start building again?
I wonder why stardock does stuff like this. In another thread I half joked that they must have a mole from a rival company that hides bad code in with the new patches. If I squinted and looked at the game sideways I could speculate that it might cut down on system resources to not have so many constructors running around, but the AI still builds them and sends them to the starbase. They will sit there for a turn or two, and then shuffle on to the next star base. At least when it built the modules the constructor would disappear.
AIStarbaseGovernorDefs.xml the governor simply doesnt allow the AI to build defenses on the Starbases^^
Ooooh, that's new. As is fleetgovdefs. Think I'll have a poke around with those...
No, you'll need to add trhe actual names of the modules. I'll be adding an updated version of the file later.
As to why SD does this stuff... well, this is a totally different way of doing the SB improvements, and is actually much, much better than previously. Originally, these files didn't exist and the AI tried to figure out what it's SB was pretty much randomly (and added random upgrades, too). Now I can actually tell it exactly what I want it to do in order, so we should be able to start using up some of those constructors.
EDIT: OK, so I've had a look at these three files now.
Fleetgovdefs allows me to define the AI's fleet composition, which is nice; starbasedefs allows me to define templates for each SB type, which is also nice. The interesting one is Techgovdefs. This appears to let me override the weight system and force the AI to pick exactly which tech to go for in order if I wish; this may explain why alterations to the weighting haven't been adjusting AI behaviour properly for the last few patches. I'm going to strip a lot of it out and see how the weights go alone, and use it sparingly (SD, conversely, seem to be relying very heavily on it with only very occasional use of the RNG weight table; this might permit a very carefully-scripted AI but will become predictable).
this is very encouraging! Should give the AI a helping hand to be sure. Now if someone could just figure out the manic AI colony behaviour things would be much improved.
I've noted that some AI's terraform planets pretty regularly. Others seem less interested. A few AI's build buildings on the terraformed tiles, but many do not. They seem to just leave them empty, though I think they may eventually get to them. It would be nice if we could force them to use those tiles, as they seem to prefer to work on the 'projects' first. Also the AI's upgrade logic doesn't work like the players, even if auto upgrade is enabled. On many planets they don't upgrade, but some they do.
I tend to give the AI's extra bonuses (not in the mod) and play on godlike and incredible, so It is not such a big deal for me. But I know a goal of this mod is to have the AI compete as much as possible on a even field with the player.
I will probably wait for the next release of the mod, and stay with 1.51 now. 2 features I'm desperate for (the get off my lawn) and AI using defensive modules on starbases again sound like they may be at hand
Get off my lawn is present for me in 1.5.2. It's not in the diplomatic trade interface, it's in 'let's talk about something else'.
I should've been more precise. I dont have an "lets talk about something else" -option when opening the diplomacy window with other races. At all. After a clean installation.
EDIT: Actually the option is there when I start a new game, but disappears after loading a save. I didnt notice this before because I have often saved/loaded before encountering new races I could actually understand.
Hey Naselus quick question. Las time I played with your mod was back with version 1.3 . Back then carriers were god like and could only be stopped by other carriers. Is that still the case? Or did you (or stardock) get things balanced?
Carriers have been nerfed pretty hard.
Oddly enough I think the AI has some form of battle calculator, either that or naselus influenced the build scheme. In 1.3 the AI built masses of carriers, in 1.4 ish he started nerfing them and like clockwork the AI stopped building them. Now I rarely, if ever, see carriers built by the AI in game.
Not sure if they have their own metric deciding what to build or not build.
They may just not be picking the tech.
Carriers are OK now they only get 1 fighter per module. I may need to buff them a bit by giving the fighters some filler components, actually.
Hate to say it but I agree. Carriers are too weak now why not go the other way and allow for more per module now? Always nice to see lots of little fighters buzzing around when you bring a big carrier into battle.
Sorry, I started a new game with 1.51, thinking I'd hold out for 1.53, so I can't verify your findings. Hopefully someone else can confirm?
I tested if any other mod cause this problem but no, it's this one. Still the latest version. Vanilla game works fine. Damn queer. I started tiny maps with the Thalan, removed fow, used the starting reseach on universal translation and could wow eternal friendship and all immediately. Save the game, exit to menu, load save and the extra chat option is removed.
Have replicated. Will investigate this weekend.
I'd rather that carrier modules were 1 fighter a piece, and you added them one at a time so a 'real' carrier has 4-5 or more. It's much, much easier to balance.
Krynn Shawdow Temple is set to Colony Unique (assuming you meant for it to be One per Empire as it grants +2 Dimplomacy)
That "Get off my lawn" -option would be useful right about now.
Meh a random double post.
Edit: Dont these people have anywhere else to be? I mean... goddamn. They're allies and all but this is still annoying.
To be honest, the 'get off my lawn' thing only appears to influence them for about ten turns and then they return anyway.
According to the steam forums they are patching it in the next patch (finally) so that the AI won't be so hell bent on shadowing you in your territory. For now, the 'get off my lawn' feature isn't really all its cracked up to be
Well I guess I can take comfort in the fact that my allies are close at hand if I'm attacked. If only they stopped blocking my shipyards.
Hey naselus, as you know I tweak the AI files to give it more power, but one thing I noticed that must be holding your AI back is the lack of Colonial Hospital builds.
As the player after about the first 100+ turns most of our growth comes from these buildings, netting +0.4 growth per turn from the last level building in addition to the +0.2 the colony naturally generates. The AI doesn't build these, so the player eventually triples population growth. I'm not sure that the AI can be taught to build this building or not.
I wish we could phase in AI bonuses, ie after 100 turns phase in a growth bonus for the AI.
Also, I know that you've mentioned some of the bonus buildings aren't too big of a deal if the AI builds them, but a few are pretty critical. Like the Hyperion Shipyards on a 10+ military tile for 20% additional capacity only for the player. I like this building, and dont want to see it nerfed, but perhaps the AI should at least get a 20% mass bonus at base line to account for the players ability to build this. There are a few other buildings like this that apply pretty significant global bonuses that the AI misses out on.
Also, one of the features touted in the 1.5 release was the AI's ability to tear down structures on a planet and replace them with better combos as time goes on. I have not seen evidence of this, and was wondering if the SD just didn't implement it, or if there is something in your mod preventing the AI from using this feature. Since the AI is terraforming better now, it would be nice if it prioritized building on the newly terraformed tiles.
One other thing I caught, which I may have missed in the release notes, is the ability Egineer now provided +25% bonus to military manu, instead of shipyard decay bonus. Was wondering if we could get that back in some way, and turf out one of the more useless/pointless abilities. Both of these abilities are pretty good and interesting, and I quite liked the ability to build shipyards without so much decay on them, but I also like the 25% shipbuilding bonus too
Still trying to figure out what's causing this diplo bug. It's weird; there doesn't seem to be any differences in any relevant files.
Well I guess I should play the regular game at some point keep asking questions in the general that I think would apply, but clearly do not
In any case, this is what I've found out regarding trade agreements:
Slave brokering when traded to the AI: Gives them a 5% manu bonus, but no wealth or research bonus that I can see
Free Trade Agreement to the AI: Observed no tool tip bonuses to the AI
Cultural Treaty: I've never taken this pick to offer them.
TO ME
Slave brokering to me: Have not been able to get anyone in current game to offer it to me, I do seem to remember trying it once and not seeing anything, though I may be mistaken.
Free Trade Agreement to me: Observed no tool tip bonuses that I could see.
Cultural Treaty: Works as stated.
Not sure if it is intended that these bonuses stack? Even after concluding a treaty of this sorts with the AI I can offer it to them again (and they to me). I haven't tried it yet as I was fearful of a crash.
Of another note I cant get seem to get Non aggression pacts to pop for the AI (i can still offer them, but I've learned that these are not two ways, both parties have to trade it) even with 'close' relations. Have they been disabled? This is in the late game, so I'm pretty sure the AI must have researched it by now (since they can offer me trade agreements).
I've noticed now the AI won't simply accept Alliance offers now (have to have high relations I'm guessing?) as two cordial AI's would not accept an alliance with me, but a close relations (and weak) AI would accept it. Which is nice.
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