*** RELEASED 6/5/2018 ***
Balance
Fixed
UI
Fixed last patch.
Just started a game using 3.03 and is still happening. Also AI is still wasting starbases on merc stations.
Diplo screen is no where near representative of actual relations ie the difference in shown positives and negative rarely seem to equate to actual relations which personally I find quite annoying
Another nice thing would be either having the governor off all together by default to stop auto upgrades or have it come up on planetfall so we can set it. So many times I lost a planet for a century doing upgrades that suck up valuable resources (and production) on tile improvements that where just placeholders while I tech up.
Edit: Just had an event to give +9 diplomacy and 100% range to everyone's ships (benevolent option). Only thing that seemed to occur was 100% range for me which was the pragmatic choice (still got the right ideology points).
Diplo screen is no where near representative of actual relations ie the difference in shown positives and negative rarely seem to equate to actual relations which personally I find quite annoying Edit: Just had an event to give +9 diplomacy and 100% range to everyone's ships (benevolent option). Only thing that seemed to occur was 100% range for me which was the pragmatic choice (still got the right ideology points).
The positives and negatives aren't supposed to represent the current state, they're the direction it is moving. Your +9 will get everyone to like you in a short time, assuming nothing counteracts it.
So why have a sense of scale to it? I know it is not totally representative of relations, and I have come to terms with that a long time ago, but it is something that could use a little work in my opinion to just bring it a bit closer to expectations. And with the +9 diplomacy, still yet to see any effects along with no change for range.
My guess on the scale it that it is more efective of a diplomatic representation. Most people develop friendships.
Playing the 3.03 opt-in as the Terran Resistance I can build the Import Export Center twice. With other civs that happens with other player unique buildings also.
Just started a game using 3.03 and is still happening.
Lol of course it is... That's what I was trying to say in the 3.02 thread, that ppl were still posting that it was still happening (with screenshots!), and all I get from Kael is "I don't agree the AI is exempt from range rules...". /facepalm
In 3.03 Intrigue the AI still does not know how to use the special government ships like the Prefect. Instead of putting it in orbit to get the +5 to all construction, the Altarians are flying it around the galaxy as a scout.
In the planet window, the tooltip for Corrosive World says "Temperatures are too low for standard colonization ." That was probably copied from Frozen world and not properly updated.
Is it intended that farms do not benefit from adjacent buildings that give +x to Population?
Are treaties like Research Treaty still one-way? Exploration treaty is not, but as I recall it also wasn't before Intrigue.
TreatyDefs.xml for those types (but not exploration) has a line:
As to whether it does anything or not, I don't know. I'd try it out, but in my current game I have horrible relations with all the AIs and I can't offer a treaty to them.
Hi Derek,
FYI, a bug that was introduced in v3.02 involves the Planet List on the Main screen.
It used to be that when a Colony ship was built, the Approval (and other information) was updated immediately. Now, I have to choose another tab (i.e., ships), then go back to the Planets tab to see the updated status.
This is nothing more than a minor annoyance, but I would like to see things work the way they did before.
---
A request: I would very much like to be able to sort the un-colonized planets by Class on the Main screen. Could we add another button? It looks like there is room. GC2 had this option and I found it to be useful.
Thanks for all your work and prompt response to player requests,
Richard
Hm, if Exploration treaty doesn't have the two-way line but works one could assume that treaties that have that line don't work ...
Seems like I have to try it out, my relations in my current game are good enough for that.
Treaties are one way. There is no modifier for Giver defined for any of them (they have Reciever only), "TwoWay" to my knowledge, does nothing, never has since I started playing this game 2 years or more ago. (Or is does something other than makes treaties "Two Way")
I just established a Research Treaty with the Altarians and can confirm that nothing has changed. Although the tooltip in Treaty Detail states "Give a 25% bonus to research of both civilizations though [yes, typo] the sharing of Technologies" I cannot anywhere see that bonus applied to my research.
Every planet should have 1 ONE automatic legion so a single transport can't overrun them
heck , even one drone would stop this tactic maybe armed with a single laser just for a further deterrent
please fix this
perhaps the population should have a proportional amount of legion granted to make invasions harder and more realistic. as it is many planets have absolutely no defense and the AI does not take adequate precautions on invasions. I find it difficult to defend as well since you have to have generals stationed to have legions that can not be spread around to several colonies as needed.
this is why I choose the paranoid ability giving ships to all my colonies but the AI does not have this luxury unless I edit all the races or the few that have it , do have it.
I used a citizen for 1000 production the citizen disappeared and the improvement made no visible progress. Still said 9 turns to finish before and after promoting the citizen
the promotion for scientists for unlimited turns on a tech is too powerful or at least the AI should use it against you, which I do not believe it does. It should be limited to a percentage of the research and not just hand you any tech regardless of cost I think.
Also, the trading screen and main screen often do not display number of turns to research , N/A appear instead especially after loading a saved game
Are the Silicon rock eaters supposed to eat promethion ? this is illogical and also defeats the purpose of them starting with durantium nearby
True. I found the a copy of the old Two Way Treaties mod and it added a <GiverModifier> section to those treaty types.
So the best thing would be to corporate changes of this mod into the game or at least change the decriptions so that it is clear that the treaties are one-way only.
If the treaties are made two-way then their trade value must be adjusted too.
Something else: in my current game the last few trade offers I got were from weaker civs with good relations, and all where of the kind "I pay you 175 bc + perhaps a tiny bit on top (like an exploration treaty) and you give me all your techs and resources". There must be something off in the trade logic when certain conditions (that I not know ) are met ...
I'm unable to reproduce this, is anyone else seeing this?
This happens all the time, also with other player wonders like Computer Core and Central Bank. So far I was unable to determine a pattern, but it could possibly have to do with loading a savegame.
If would be fine if it only happened after conquering a planet that has such improvements (when you destroy those and then rebuild them somewhere else). But it definitely also happens without getting them first from another civ or minor race.
I don't see this either. Are those that are seeing it using mods? (I am, but none that modify core game files).
I hear you, but just to be clear I said that it is possible that there is a bug. But, what I disagreed with was the statement that the AI ignores the range system. Having stepped through the system in code I know the AI is using it (it would have been so much easier just to have the AI ignore it, but the programmers worked hard to make sure the AI follows the same rules as the human player). But again, bugs are always possible.
Hmm.... I did try a save game to see if that was were it was breaking and I wasn't able to repro.
There may be something with losing a planet? I'll check the code, but I'm not seeing anything yet.
It does look like that you could build more than one player wonder if you:
Is that what's happening?
The AI is ignoring the extra movement cost system. See this post for some information. You can also check old tickets MHL-559-75712 from August and BKL-489-10361 from December. They are from older versions of the game, but at least one of them includes a video showing the problem. I have always wondered if the same bug causing the extra movement cost problem was also causing the range problem. In both cases the AI is/was ignoring the restrictions that a human player has.
Also, if I start a game and have the extra movement costs applied to my ships, then go into the console and use the "ai" or "soak" command to let the AI control my ships, my ships start ignoring the extra movement costs. If I wait a few turns and then take back control, I have to pay the movement costs. The extra movement costs are not applied when the AI is in control.
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