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by zolobolo
Sat Jul 20, 2019 5:56 pm
Forum: General Forum
Topic: Troop Transport/Assault Shuttles - way to set default loadout?
Replies: 3
Views: 20

Re: Troop Transport/Assault Shuttles - way to set default loadout?

Unfortunately not. What if Humans dont get tanks at all? (reduces repetition and thematic as they lack the attitude to wage ground wars of attrition) AND get Marines as default tech (also default in Assault Shuttle) - this would have the added value of helping out the AI in mid-game as tehse would ...
by zolobolo
Wed Jul 17, 2019 6:14 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 220
Views: 12437

Re: Testing Economic Balance Changes

If you go into Lua state\AI\tactical_ai\CloseAndAttack.lua, and change get_retreat_thresh() so that it always returns 0 (instead of doing what it's currently doing), that should about restore the vanilla retreat threshold. Not sure this is what you meant but changed it to this and tested again: fun...
by zolobolo
Tue Jul 16, 2019 4:46 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 220
Views: 12437

Re: Testing Economic Balance Changes

One of the bigger changes that's in the current 'dev' build relative to 'stable' is that AI's on 'dev' are much less inclined to retreat once they've gotten into a tactical battle. Can you please reset retreat threshold to vanilla or let me know where it can be set? This is a logical behaviour and ...
by zolobolo
Mon Jul 15, 2019 5:26 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 906
Views: 289534

Re: Suggest - Features and Improvements

Alternatively, on the redesign screen when refitting, provide a way to load up an existing design. Did you try the refit scemas available in the dropdown on the left hand side (called Hardpoints)? You can select from designs geared toward various combar roles and from existing ship designs for that...
by zolobolo
Sun Jul 14, 2019 11:14 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 220
Views: 12437

Re: Testing Economic Balance Changes

Another run with tweaked buildup, normal difficutly, ellipse Huge galaxy with 98 Stars, usualy outcome at turn 200: - AI is gaining territory nicely, pop count and coin all are within competitive range for most of them - None of the AIs have stalled, though Humans got bogged down during the early ga...
by zolobolo
Sun Jul 14, 2019 10:55 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1607
Views: 522128

Re: Report - Current Bugs and Issues

Probably a bug: when capturing Tinker planet with harmonised pops, the pop (Human) became rebel right away This might be due ot them rebelling, but there was also a Machine Altar on the planet I would expect the harmonised pop to remain harmonised and only rebel when thre is no machine altar or mili...
by zolobolo
Sun Jul 14, 2019 9:04 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 906
Views: 289534

Re: Suggest - Features and Improvements

Would it be possible for Fusion AM to get an update? I find it to be generally the case that Nuclear rockets are more "cooler" looking then Fusion ones but this I find especially to be the case for AM As seen below, the nuclear varaint has a nice targeting module and is quite spacious, whi...
by zolobolo
Sun Jul 14, 2019 8:29 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 220
Views: 12437

Re: Testing Economic Balance Changes

Winning the game still felt strangely easy, vanilla build with the gazillion enemies in the end-game was usually more challenging (although you could not always DO anything against those armadas at that point; in that sense, the "modern" SiS feels more fair and balanced). I still miss tha...
by zolobolo
Sat Jul 13, 2019 10:33 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 220
Views: 12437

Re: Testing Economic Balance Changes

Humans Findings: - Suggest for Humans to start with two Scouts as the AI has stumbled upon the worst planet around the first time and chose that as its first colony: planet supprots 2 pops, and is poor in everything :) - this pretty much guarantees that the AI will not be taking off within the first...
by zolobolo
Sat Jul 13, 2019 9:15 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 220
Views: 12437

Re: Testing Economic Balance Changes

Tried an extreme end of this config on normal, ellipse Huge galaxy but 99 stars (AI performs better with more planets and buffer space) All factions were running under AI control to compare them all (and Phidi have been performing clsoe to Human so can serve as benchmark going forward) Uploaded: gam...
by zolobolo
Fri Jul 12, 2019 8:14 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 220
Views: 12437

Re: Testing Economic Balance Changes

Importantly, there's one check in there I'd forgotten about, that was reducing the target navy investment by half in the case that there were no known foreign powers. I think that logic was probably making AIs more easily rushable in the early game, so I've commented it out as of r38170. In r38170,...
by zolobolo
Thu Jul 11, 2019 7:36 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 220
Views: 12437

Re: Testing Economic Balance Changes

Is there a file where I can switch the buildup percentage to coin of the AI?

Would like to try out various percentages of buildup starting with 75% as I think that would help the AI a lot withouth loosing out on economic buildup
by zolobolo
Tue Jul 09, 2019 7:53 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 220
Views: 12437

Re: Testing Economic Balance Changes

Huge map, all factions, Normal difficulty after 200 turns: - All of the AIs are expanding (slowly due to low ship count) - AIs now buy mercs espcisllay Phidi who have most of their ships hired :) finally its merc time! Oh yeah 8-) - AI seems to have enough coin but no ships till turn 50 or so and am...
by zolobolo
Sun Jul 07, 2019 6:27 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 220
Views: 12437

Re: Testing Economic Balance Changes

markets should be significantly more common as of r38160 Confirmed - AI seems to both reasearch markets early on and build them on their planets New test game - Player with Humans - AI: Gremak and Ashdar - Oval, small galaxy all default settings - Normal difficulty Findings after 200 turns: - AI pr...
by zolobolo
Sun Jul 07, 2019 10:17 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 906
Views: 289534

Re: Suggest - Features and Improvements

Question regarding missiles: there was a rewamp of Gremak missiles a while ago and sicne then they have very cool double laucher art (like Ashdar do in some cases) Couldn't all ships get a double launcher art that fire 2 missiles from the hardpoint at once? This is basically always the case except f...

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