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save:
https://drive.google.com/file/d/1qT3lFv9gts2sdx2TRiFigoBMp2uM09BE/view?usp=sharing
output log:
https://drive.google.com/file/d/1QrJmtJvDy5sDH7SC0cF3J05gfLo6ck-3/view?usp=sharing
Edit: OK that was using 5X, which complains about the save, but loads and runs fine. If I load your mod I get no complaints but it does in deed lockup - unsure of reasons.
Just posting this for others.
Please upgrade to 6.3a - save games should be 100% fine
Overall the ai plays much better, but there are a few things that could be even better:
1. All any weapon (360°) ships don't keep their distance to enemy ships, their donut (red circle) is set correct but they are not holding the distance and getting much to close to the enemy ships ... vs stationary targets they are doing fine.
2. The ai seems to be very aggressiv now, my Psilons are set to pacifist 10 and opportunist 2, but they attacked a stronger empire (Klackon) with just a few ships as soon as they could travel the red lanes (cluster galaxy).
Perhaps the numbers they use to compare fleet strengths are out of balance with their ai profile numbers so that their profiles don't have much influence anymore to decide if and when to go to war or not. I don't know.
3. The map trading got much better, but in the end they are just paying what they can for an omniscient map if they haven't enough credits or techs.
You can get lucky and get a lot of stuff but if they've only 140 creds they offer just 140 creds, so the omniscient map is sadly not unbuyable, if they don't have the cash, just more worth.
(Of course you could just reject them but im a nice guy ;-)
Lukily, with the cohesivity numbers now working, it's not a big deal anymore, they all colonized well (after some rebalancing) without getting to cracy.
4. In 6.2b most planets were conquered .. i would say ~80% were conquered with troop transports and ~20% bombed empty, now the ratio is the opposite, most planets get bombed empty and that's not good.
The ai doesn't have enough troop transports anymore ... in the 1st game the Gnolam had already 2 titans, 6 battleships and i don't know how many cruisers and destroyers, but only 5 troop transports at the point they started a war... that's not enough.
Even if they've troop transports ready they are often not using them, the Trilarians had 6 troop transports ready in an early game stage in a war vs the Mrrshan, but they didn't use them.
They were sitting 2 jumps away on a planet while the little fleet of the Trilarians bombed the home planet of the Mrrshans, over several rounds, empty. Then the Trilarians had to recolonize it.
5. The colonization got better too, it seems that the ai is ignoring now toxix and radiated planets if they don't have researched the colony base, but they keep loosing some colonies to barren planets with the wrong gravity.
But if i remember correclty you said that the ai doesn't know anything about gravity ?!?
That would be a little sad.
That's it for now ... i'll update to 6.3a and keep playing ... thx for your continuous never ending work :-)
Played a little more now, but had to quit 1 game because the ai was to aggressive for me.
The Alkari decleared war on me as soon as he had a little more ships than me even we didn't had any border tension or destroyed ships of eachother.
I don't like such aggressive ais .. so i was going back to a cluster galaxy, watching the ai colonizing a little to improve the cohesivity numbers for my mod.
The cohesivity setting seems to be a little to strong ...
The Sakkra had the choice between a small, barren and poor planet (low grav) with jewels (3 turns/jumps away) and a huge, swamp and rich planet (high grav) with gold and a moon (6 turns/jumps away) and he chose the barren planet. (Both planets were in neighbouring systems)
He is on cohesivity 3 ... i can lower this number but i don't think i can make an ai completly skip a system with bad planets and go for the next one with better planets with such strong cohesivity settings.
In this game the Gnolams effectivly kicked themselfs out of the game (i've a save if you want it). It was a cluster galaxy, so they were not disturbed by other races.
A medium, abundant, barren planet (normal gravity) was their death.
I don't know exaclty how many colony ships they lost on this planet but i guess it were 8 or 9 !
At turn 168 they could finally buy a colony base for that planet and had their 3rd planet colonized savely ... other races had ~9-10 planets already. So the Gnolams are no competition for them anymore and will be the 1st victim to war in this galaxy (most most likely).
I think it would be a good idea to include barren planets into the toxix, radiated and volcanic (?) set of planets to forbid that they are colonized before the ai has a colony base researched.
You could go even further i think and include desert and tundra planets, im not completly sure but it could be tested.
Before the colony base is researched it's the basic colonization phase in the game and at this time you should colonize planets that can pump out additional colony ships in a reasonable amount of time, barren planets are defenitly not that kind of planet.
Desert and tundra planets could produce some colony ships perhaps (depends on the race) and are discutable.
I was thinking about just slapping the colony base onto the space travel tech but if you could it this way i would like that more.
If you are not running that one upgrade it. If issue presets then send the player.log file for review.
"Hello again! How are you? The path for the completion are clear and polite. :) Now I should do the battle against the Antaries, but when I decide to build the portal, the game freezes and I have to close everything, I also deactivated all mods, except yours. What will be the cause of the problem? Thanks again. :)"
Now would I have to reinstall all over again to update the mod?