Removed.
Post a link with the save.
I just wanted to say thanks Heremvore. I had all but stopped playing GC3 because it was just too easy. I tried your mod out and I feel like a complete newbie again. I feel like I am playing Dark Avatar for the first time in GC2. I had to lower the AI settings just to keep up, just as I did in Dark Avatar. I lost my first 3 games on my normal settings and I have not lost a game in years on default build. I tried really hard to not lose, but I just had to give up and play at lower settings until I can play once again at the higher settings.
Brad really needs to offer you a job.
http://www.file-upload.net/download-11916489/ddd22345.GC3Sav.htmlHere you go :3 pls halp
Dude wtf did you do? You have 246 resources from 1 Durantium ect. I suggest you try playing with out cheating to the point of madness.
I lose 70% of my games! But I do not play properly, to busy watching the AI and seeing if they are doing what I want them to and the games I do not lose I never finish due to adding this or that changing stuff and generaly tweakignt he mod, then having to restart to test the new stuff
I am glad you finding it a challenge! I made a point of making it more difficult than the norm.
I have a job already! Do I like it, not overly but it pays the bills! I also do not wish to move to the USA
I have been debating what to do with carriers of late. I am a believer that they should have thier own Hull Type, but we cant not at present add our own Hull types. This leave me with a bit of a dilemma as to what I wish to accomplish with them. I want them to be viable, but I do not want "Carrier Fleets" as I feel this is a bit out of canon for Star Trek. So these are my current ideas:
Idea one (I am leaning towards this)
Idea Two
Main issue with both is will the AI use either properly.
I think option two would be better. The AI never uses the mass bonus system and the player could always add more modules. Now option two puts the player and the AI on the same playing field. I would use the tech tree as a way to increase fighters on the single module. That way one could still have a carrier with a large enough fighter force if they invest enough into the tech.
Just my thoughts..
The AI does use it in the mod, might not use it to its full potential like players do. Hense why I still gave them Mass increases via the handicaps. Techs is the route I will take, like I have for 75% of the bonses so far. Peoples thoughts is what I am after
I agree that option 1 may put the AI at a disadvantage if the human always chooses the mass bonus options in order to build "Super Carriers" the same way I tend to build super constructors . Option 2 seems to avoid that.
One note, in my last game the Federation AI made use of carriers consistently, by the later part of the game dreadnoughts and carriers are all it was sending at me. if it had been capable of using its logistic points competently I would have been in real trouble. Not sure if any of these options would affect this tactic.
I do agree that the way carriers are represented in the game is more reminiscent of Battlestar Galactica than Star Trek, however, some versions of the Negh'Var in ST canon can carry a bird of prey, Option two would seem to be more closely associated with this. On the other hand, the expanded universe has carriers and the Dominion even has super-carriers. http://memory-beta.wikia.com/wiki/Category:Carrier_classes
I didnt mean carriers were out of canon, but Carrier Fleets.
I stand corrected
An update on 0.4 Alpha PatchSensor Techs now effect Colonies.Base races have been hidden.Start Date changed to 2150.Vulcan, Andorian & Tellerite changed to Major Factions.Added 6 Ship Appearances 2 each for the new factions.Changed Homeworld descriptions to be more informative.Federation changed to United Earth Republic. (To better match the star date & new Factions. More inline with canon for the time period.)Removed Encounters from Anomolies.Tech costs for Age of War increased by 25%.Tech costs for Age of Ascension increased by 50%.Tech costs for Age of Victory increased by 75%.First 3 tiers of Economy Starbase modules reduced by 5%.Economy Ring Production bonus reduced to 7%.Research inflation increased by 4% per tech.Research inflation for beelining one tree further increases techs for that tree by 4% per tech.Increased Max resolutions too show by 4.30% Speed added to Interceptors.15% Speed added to Escorts.+5% Speed added to Assaults.-10% Speed added to Capitals.-5% Speed added to Guardians.Starbase Maintenace increased by 2% per starbase (7% now).AI Strategy Tweaks.
Ready to start a new game, might as well wait for 0.4A, can you put it up?
This is for uhm testings uhm for a friend uhm. With or without my spicy cheatos abillity the crash occurs
How did you cheat?
Send me a clean save. From a fresh install.
System specs too and the debug.err file from the start of the fresh game to the crash (no reloading/exiting).
I am not ready
Some stuff I still need to test/balance. But if you want to play with what I consider to be an un tested patch, that may or may not unbalance the game....Feel Free.
"Some stuff I still need to test/balance. But if you want to play with what I consider to be an un tested patch, that may or may not unbalance the game....Feel Free."
Got it, I will give it a try playing the Federation. See what the changes do
Why do you call this an alpha and not a beta? Alphas imply crashes and while I came in at 3f(?) a properly installed game has never crashed. Beta test stage is more like what you are doing now - play balancing and fine tuning features. Maybe because you are still adding features? But I think you will be finished when you finish adding features and the game as is is rock solid. I got GC3 when it was in alpha and now that was an alpha!
I call it Alpha because I am still adding features, the tech trees are unfinished and I am likely to remove or drasticly change stuff
0.4 Link in reply 291 updated.
Changes:
Minors periodically get Colony ships (Max of 4). This is on top of the starter ones and any they get from Anomolies.Reduced the Minor Race Research, Morale & Production bonuses.Added AI Strategy for Minors.Rebalanced most Traits that used Modifiers, this is to make all traits equaly beneficial in one way or the other. (Have fun relearning how to min/max )
LOL, that's what I get for playing an early alpha. I was not too pleased with my starting position anyway so new game it is. Thanks. BTW after 80 turns the only change I noticed was the new starbase radius rules, too early to see anything else. The recently promoted minors showed up fine. One typo in base game though, the event for colonization "Abandoned Cave System" states "Planetray Defense" Not sure if that can be changed in xml though.
So you redid the traits you use when you build a custom race? So the Dense trait does not grant a %increase to hulls?
I changed the ones that are meaningless(becuase they are negated with specialization planets real easy), like Economic, Clever, Productive, Popular, Influencial ect to give a Base Flat value, it is only 1 or 2 atm same with the negative, I will adjust as I test and see what requires balancing.
Example - Productive now gives +1 or +2 Base Max Manufacturing, this is then adjusted with the ingame Modifiers from improvements/techs.
Small issue starting up. Got this error message "Duplicate InternalName found in type ImprovementDef: MinistryOfExploration" was able to continue passed it.
Remove the File - ST_MinorImprovementDefs.xml. (Your fault for using buggy patch )
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