Removed.
Horemevore so you are giving perks to ai on playing Normal and making Gifted harder?
Beginner is Normal now. Easy is about equal to what Gifted was(Bah a few %), Normal about what Genius was(Bah a few %), they get harder after that.
Since most ppl that play this mod play at normal - genius i wanted to eliminate the possible FoW cheating for these difficulties more than anything else.
So what is now called 'Gifted'? Should I set it on 'easy' after I update?
Yep Easy
Going away for a while so here is some feedback on 0.3f beta after 200 turns:
Federation wonders work well, may overpower against some of the more vanilla factions but BORG are still supreme. Commander improvement is nowhere to be seen.
Terraforming changes are a great improvement. Much better balance
Still some issues with anomalies due to base code, AI does not take advantage of precursor anomalies and even on rare they still can overpower the human player especially if luck gives a couple "25% increase to manufacturing to all planets" in a row.
The improvements to the shipyards in hitpoints and the bump given by military starbases makes a big difference in the early game, AI tried attacking several of mine and was repulsed on a couple occasions. That was good to see.
Diplomacy seems better balanced, maybe the "hated fashion" code made a difference? No more love from factions I am at war with.
Definitely wish someone, SD?, would fix the clickfest that starbases generate when a new improvement is researched. with over 50 starbases it is a real pain to suddenly have to go through each starbase and click for the new improvement to be constructed. The code to automatically construct only works for upgrades. A button that basically says "build on all starbases" would be very well received.
To answer a question I saw on another post, yes the AI attacks several times in the same turn now. The Ferengi destroyed three of my fleets in a row with the same powerful fleet. That part of it works.
Not a Star Trek mod issue but impactful, there are some issues with the new precursor ship components and planet improvements from the recent DLC. You can, in some circumstances, build multiple versions on planets and you cannot reuse ship components when the ship they were on is upgraded or destroyed.
The minor races fall behind very quickly and only seem to research minor tech. I turned 9 races with the benevolent ideological choice that flips them and their planets were very far behind. at some point there should be some attention paid to these. As it stands they do not have much use aside from keeping planets warm until the majors take them over.
I'll have to think of something else for this I guess. It was a shot in the dark tbh
I am seeing this too, and its really really annoying me. I might just remove the encounters and be done with it.
I also doubled the at war penalty.
Yep poke and prod SD for this
Hehe yeah I am loving this! Klingons rampaged me with this last game, I lost 7 fleets from 3 of theirs in 1 turn
There is internal code at play here. I gave all my minors a default Terran tech tree with some hidden boosts like the Borg, yet they still suck.
I am tempted but I do like having the perecourser relics defended. Did you go and undefend them?
Not yet. Having them defended currently gives the player an unfair advantage over the AI. The AI will NEVER go for them atm.
The minors do not seem to have the 5 point cap regarding traits, so to buff them a bit, I added the following to their standard traits from version 3f....
<RaceTraits>Courageous1</RaceTraits> <RaceTraits>Tough1</RaceTraits> <RaceTraits>Agile1</RaceTraits> <RaceTraits>Resilient1</RaceTraits>
I also gave them a couple abilities.
<RaceTraits>WarriorsAbility</RaceTraits> <RaceTraits>ParanoidAbility</RaceTraits>
These changes may help the minors survive a bit longer.
Part of the issue is that for me the player I have to spend time and design special fleets that are both strong AND capable of survey. Once you put Survey modules on a ship its redesignated as a survey ship which can confuse anyone let alone the ai.
Other options would be to tell the ai to 'fleet up' one survey ship and a fleet~ up to logistics with code telling it to 'go after' the relics. I am not sure if this is even possible.
Hmm, I can tell it to fleet up. Just didnt think of that, or know if it will actually make the AI go after encounters. Testing time!
Borg rule supreme again! Got 200 turns into my 0.3f test game everything seemed really quiet on the stellar wars front and I was a tad worried I had broken something. Then at turn 207 I noticed the Klingons drop a couple planets to the Borg and all of a sudden they drop 37 planets in 19 turns including their home system to the Borg by the time I decided to actually do something about this landslide poor old Klingons have lost all but 6 of their 50 odd planets.
My basic weapon fleets all got owned by the Borg, I had to resort too Chroniton Torpedo ships and a Precursor Flagship using the components from the new DLC to even beat back a few fleets of the Borg but even that fleet has now lost all but 3 of its starting ships(Fleet of 9 Large)
Borg still have 850ish ships vs my 112
Then to top it all off I converted to Pragamtic from Malevolent and the Tholians & Dominion decide to DoW me due to "cultural" differences lol, -22 from Opposing Culture so I guess that is working fine now! Interesting stuff!
Will start a 0.3g test game next, no way I am winning a 3 sided war, especially with Dominion and Borg involved lol.
Patch notes so far on 0.3g(unreleased):-
Added Defenders to AI Survey ships.Added a Culture AI Starbase Governor.Reduced mass of Ship leveling components.Added Bridge and Astrometrics to the starting Survey ship.Added 2 starting Defender ships to all Factions.Reduced Borg and Dominion default Resistance.Boosted Minor Races a bit more.
Hi Horemvore, I am away from my computer for a while being deployed. Here is an idea I was going to incorporate into the Klingon tree as a Wonder. Using the graphic for the building in the malevolent ideological tree that gives 100% increases to funds, creating a Wonder associated with the "Garrison" tech called Dek'Go'Kor Naval Academy. The wonder would give added resistance, added military production empire wide and add 20% mass to ships built at the planets sponsored shipyard. Cost would be similar to the Star Fleet Academy.
This would help boost the Klingons a bit providing a wonder to counter act the Star Fleet wonders. The naval academy is an actual Star Trek canon entity credited with creating the best Klingon ship designs.
I have added onto 0.3g:-
Added 4 unique wonders for the Klingons: Klingon Imperial Command (Diplomacy Tech) Klingon Naval Academy (Militarization Tech) Klingon Oversight Council (Militarization Tech) Klingon Cloaking Facility (Energy Field Sensors Tech)New Ship Component, Cloak Detector. (Subspace Sensors Tech)Redesigned Ablative and Reactive Armors.
Awesome, cannot wait to get back and try it out 😀
Horemvore, I got a few questions. I got a feeling that Stardock is going to drop either an update or a DLC next week..I can 'feel' it...
Your 3G changes the difficulties. I usually play gifted but you have since changed this. The reason you did this was to eliminate the ai cheating by its not being affected by the fog of war. ( I think this was the reason).
Your Borg are a wee bit OP. I know you intended this but it would tend to make them dominant in respect to all the other vanilla's (Drengin, Yor, Krynn). I like it but it can be frustrating....
What difficulty are you playing on in the game where the Borg came in and swept the board clear?
Thanks!
Gifted (Easy setting with the new changes). I tried Normal (Genius), started right on top of the Dominion and got owned by turn 110ish.
I am trying to counter the Borg with Unique Improvements/Components. It is just taking lots of time due to working 6-6 nights atm.
I am only half-heartedly supporting the Vanilla races, mainly because eventually I will be disabling them. I have kept them in so far just to make up numbers for people who like to play with lots of factions. Once I finish adding the rest of the Major factions I wish to include(Kazon, Xindi, Hirogen, Star Trek Iconians, possibly Species 8472, Gorn, Nausicans) I am afraid I will most likely disable them. I may even rename the UFP to UEG(and roll back the stardate) and release the Vulcans, Andorians and Tellarites as Majors.
Onto 0.3g(unreleased), done a bit more work on this today, current patch notes:-
Added Defenders to AI Survey ships.Added a Culture AI Starbase Governor.Reduced mass of Ship leveling components.Added Bridge and Astrometrics to the starting Survey ship.Added 2 starting Defender ships to all Factions.Reduced Borg and Dominion default Resistance.Boosted Minor Races a bit more.Added 4 unique Wonders for the Klingons:
Added 3 unique Wonders to the Romulans:
Added 2 Unique Wonders to the Cardassians:
New Ship Component, Cloak Detector. (Subspace Sensors Tech)Redesigned Ablative and Reactive Armors.Added Realtive Weight values to Colony Unique, Wonder and Galactic Wonder improvements.Tweaked AI Starbase Governors.Added a Homeworld Trait(Star Trek factions only, Borg excluded since they do not technically have a Homeworld).
Horemevore,
I am good with the removal of the vanilla factions. I tend to play with a custom race the (mirror mirror Vulcans = evil) that I have always had fun with. Your mod 'seems' like a player would gimp himself playing vanilla 'custom' factions as your factions are better, have better equipment and over all stronger. Is there a way to mod (up) custom races or do you think its needed?
You need to use one of the Star Trek Technology trees and Systems and edit an existing faction(Starter ships ect) for your custom race to bring them up to par. Did you make your race in game or through xml?
Its just a standard Race created with the in game custom race creator. I have a picture of bearded Spock and the glorious Red earth with Gold sword through it and call it the Empire of Vulcan.
From 0.3g you will have to remake said race, using one of my factions as a base. Or you will lose out on some nice bonuses. I am in the process of making each Faction's Homeworld unique via a trait. Example all races get a boost to Growth and RP although it varies, Ferengi get an additional 0.25cr from Asteroid Mining. Klingons gain an additional 50% RP from Asteroid mining (so 1.5 instead of 1). Federation gain additional influence to all their colonies. Romulans gain additional Research ect ect.
There is also the extra and changed Starting Ships.
Alpha 0.3g Opt-In Available in the OP.
Ok do I mod them in game or can I go into each races folder and adjust there?
You'll have to do it in game if you made them with the in game editor.
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