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-Attempts to make random custom maps (using the customize map setting) on small planets show that many factions will start within 10 tiles of each other, while leaving huge areas of landmasses with no starting player. Huge problem as you cannot use small maps without starting location problems (peaceful factions tend to get killed off very early without being able to do anything).
Does this patch include kyrub's AI fixes?
The main problem was that once in a war, it seems that AIs build NOTHING but combat units/probe teams....200 turns into the game, both consciousness/morgan had size 4 HQs without even a children's creche (although i had given them highly advanced research techs ages ago).
-Datalinks mod claims that nanoreplicator/singulatory inducer reduces eco damage, yet i tested it ingame and noticed no ecodamage difference between using either one of those and a genejack factory...(same mineral production)
-Sometimes you get multiple "urgent message from a faction leader" popups but when you click "ok", the popup just dissapears and you get another one. This happens a few times in a row until the faction leader stops trying to speak to you. You never actually enter conversation mode.
-When offering to trade tech for tech, if the AI suggests another deal (like selling his tech for your energy), you cannot offer to trade again under the same turns. It seems you only get the option to trade under the same terms if the AI agrees to trade tech for tech, but not if he suggests another type of deal.
-After installing the patch, i noticed that the AI will NEVER surrender, even if you do not commit atrocities and are a human faction fighting another human faction. This is even if you reduce them to a single base and have a massive army surrounding it. Also even if they are on feeble might and you have unsurpassed might, they will repeatedly threaten to destroy you unless you give them techs/energy. This behaviour was not present pre-patch.
-Rescued faction leaders do nearly nothing even if you give them all your tech and tons of energy. The most ive seen them do is expand a bit but they do not appear to do anything except sit there, nor do they attempt to support your vendettas.
-Air units can only damage one ground unit at a time, whereas ground units cause collateral damage and will also kill all mindworms in the same tile if they manage to kill one.
-Not sure if this is a bug, but the planet rating appears to not affect eco-damage eve though it is listed as doing so?
-Bulk matter transitor is incorrectly listed as giving every base +2 minerals in the build facilities screen
-Governor set to auto manage specialists and nothing else will refuse to use any doctors, etc at max pop (e.g. 14 with a hab complex) even if doing so will cause the base to go into golden age with the +1 economy bonus.
-The base screen does not show bonus energy rates if you have +1 economy from SE and am in a golden age (so you get +1 energy per square). The tiles still only show the standard energy rates.
-There is no indication of whether a base is currently in golden age in the base screen and if the bae is in pop boom (demo, planned, children's creche for +6 growth) the growth screen will not show the 1 turn to pop growth, it will still show incorrect numbers like 3 turns to grow, etc.
-Probe teams seem very buggy. Incite drone riots seem to do nothing (i had the empath guild, but their drones never increased despite spamming the incite drone riote mission at the base for 5 turns).
Mind control costs can be absolutely insane (no polymorphic encryption, a resonance 6 rover seems to take 300+ energy to subvert).
Sometimes an AI will have techs that i can steal but my probe teams will just download their world map instead (i can see they have techs i can steal from infiltrators).
There is no "your success rate is blah blah blah" for genetic atrocities, it just seems to auto-succeed if they have no probe teams defending (but all other probe team missions can fail even with no defending probe teams).
Command center + bio enhancement center is enough to give you elite probe teams with no probe team modifiers in SE (or any secret projects that affect probe team morale), which is odd, shouldnt it be commando level at best?
-Formers set to auto improve will not take into account forest bonuses from tree farms/hybrid forests so they will just spam farms instead of the much higher yield forests. Also one of the more common reasons for the AI not being able to grow their bases.
-You cannot build any terrain imrpovements on the fossil ridge, which makes the +1 mineral bonus useless as you get a base with ocean tiles that have inferior output to one with improvements.
-Damaged airplanes in a airbase do not appear to repair any damage at all unless you have the nano factory, even if they are not being damaged and ar eholding their position.
-There does not appear to be any way to get to the faction datalinks screen (the one you get when you infiltrate another faction, and which shows their SE choices, etc) except through the commlink (which doesnt work if they refuse to talk to you) or unless you infiltrate them again.
-Add in a option for formers to auto-plant ONLY forests.
-Balance out farms, etc to make them useful in end game, especially condensers/echelon mirrors that are inferior to forest spamming after you get tree farms/hybrid forests. Maybe give them tech bonuses so that they scale and are a viable alternative to forest spamming?
-Allow formers to increase rockiness, as right now leveling a tile is irreversible
-Prevent landmarks from losing their tile bonuses when elevation changes, and highlight the exact tiles with the bonus as it is hard to see which one has the landmark bonus exactly for stuff like pholus ridge.
-Add in modding options to allow sea units to capture coastal bases.
-Allow gravships with air superiority to intercept just like needle jets (they have infinite fuel, shouldnt they be better at this?) and allow intercepts to happen as long as the intercepting target is within fuel range. Having formers get destroyed 3 tiles away from a base while your interceptors just sit there is really frustrating.
-Add in a modding option to prevent bases from being built if it will reduce the number of workable tiles in another base (unless you are at war, etc). Really annoying when submissive factions do this to you.
-Make the AI stop using non-algorithm probe teams if the target has the hunter seeker algorithm.
Also not sure if im reading the correct wiki, but it shows no changelogs for 3.1?
Quote from: Question on September 29, 2014, 06:10:09 AM-Attempts to make random custom maps (using the customize map setting) on small planets show that many factions will start within 10 tiles of each other, while leaving huge areas of landmasses with no starting player. Huge problem as you cannot use small maps without starting location problems (peaceful factions tend to get killed off very early without being able to do anything).If this is on thinker or transcend diffiuculty levels, than this is patch related. It was one of the ways the designers intended to make the game harder.
Some other issues i noticed :-Planet busters (maybe missles as well) cannot be loaded on carriers, and since you cant build airbases in the water, you cant hit far away sea targets with missles due to limited range...
-Using planet busters did not get me kicked out of the planetary council and did not generate massive eco-damage. In alphax.txt, all i did was turn off base obliterating = simple atrocity, but didnt touch planet busters.
-Even if obliterating bases doesnt count as an atrocity, you still get the popup.
-The AI can see my deep pressure hull subs without any units near them (they had deep radar as well and would have seen enemy units). I was getting bombarded by a land based artillery unit and i was not within two tiles of a sensor array or base, yet he could somehow see and hit my subs.
-Any unit with psi armor cannot make artillery attacks even if they have a normal weapon equipped and can make normal attacks.
-Gravship formers count as land units and cannot lower terrain to sea level. Since they are air units they should be able to do it.
-Air units like gravships and locusts of chiron can capture bases, but not obliterate them for some reason.
-When defending against psi attacks, the game will prioritize air units as defenders, even if you have garrisons with resonance armor and a higher psi combat strength modifier.
-Not really a bug, but when attacking without preparation, the popup defaults to "attack anyway", the default option should not be to attack at a lower strength.
-When looking at the unit list in a tile (hotkey "a"), it does not show which units have already moved.
-If you activate a bunch of ground units on a loaded transport and then move one off the transport, the other ground units have switched back to sleep mode and you have to activate them AGAIN to unload them.
-Add in a option so that secret projects which have been destroyed can be built again by all factions, very annoying when the AI builds something like the market exchange in a bad position and you cant do anything about it without using the scenario editor.
Not sure if bug, but i seem to recall that the data angels used to start with a free commlink frequency? Its not mentioned in their faction profile now, but i remember a faction used to have that and no faction profile seems to mention it.
Whats the deal with kyrub's AI fixes? I had a look at his downloads on this site, but its in the form of a .exe file so it looks like it would conflict with your modded .exe?
I think people would love more automation even in MP games though, if you could just set a fleet of formers to auto-plant forests instead of microing dozens of them, that would speed up games a LOT.
I will save the savegame the next time i see the constant popups.
Planet rating seems to be fine now that i tested it again, do you have any specific numbers on how it affects clean mineral production?
Tested the map generator on standard map several times. Yea the landing site thing is broken. I started 6 tiles away from Morgan and Morgan was less than 10 tiles away from Miriam...fun. Meanwhile there was this HUGE, 50+ tile expanse to the north and east of Miriam that had no factions. And usurper was in a corner of the continent with nobody near him for at least 20 tiles. Would not have been difficult to guess how the game was going to go...
From what i can tell, incite drones only creates one drone at best? That seems pretty useless.
I didnt realise stuff like distance to HQ affected probe team costs, thats not mentioned in the datalinks update...what else affects it?
I tried to mind control a size 1 base with no facilities and just two cheap units guarding it (a 2-1-2 rover and a 1-2-1 garrison) and the game wanted to charge me 500+ credits.
Probe teams (and data angels) dont seem very useful now. Not only do you have to have a decent military to guard the probe teams, the best they can do is genetic warfare atrocity which you cant use most of the time without pissing everyone off.
Also at least two of the techs give +1 to probe team base morale, not to mention all the secret projects that boost probe team morale. Since probe teams get +4 from bio enhancement centers + command centers/etc, its quite easy to get elite probe teams....maybe make it so bio centers/command centers dont affect probe team morale?
Genetic warfare atrocities not having a fail rate seems to be a bug, but i dont know if thats intentional and i dont think anyone can tell unless they ask the original devs. But it does seem too powerful for it to auto-succeed. Halves base pop and drops all garrisons down to red hp.
I think allowing improvements to be built on fossil ridge would at least make it a decent choice for pirates. Right now its totally pointless.
I used the scenario editor to test echelon mirrors. Assuming elevation of 3000+ meters, each echelon mirror can produce a max of 5 energy.
Also nutrients cease to be relevant once you get hybrid forests and hydrophonic labs, or the cloning vats.
The problem with natural landmarks losing their bonus on elevation change is that it is too easy to render something permanent ineffective. Even global warming will screw it up and a single tectonic missle can render your landmark ineffective. It just doesnt make sense for it to lose effectiveness just because the elevation changed to a different 1000m band.
Sea units not being able to capture coastal bases is a huge flaw and makes coastal attacks really tedious IMHO.
Theres no real reason to make a large navy given that they are useless as port garrisons (in port penalty) and are inferior to land based artillery.
Not sure what you mean about fuel range, but im having trouble providing effective interceptor screen for my bases. Its annoying formers three turns away can get nuked by a cheap and suicidal needlejet while my base full of interceptors sit there. I mean sure, next turn i can manually send a interceptor to kill the enemy jet while its still there, but its just really tedious. Civ 5 style intercepts would be much better (you just set planes to intercept and they intercept as long as something within their range gets bombed).
For base building, i meant an option like "May not build base if within X tiles of a base that you do not own".
Not sure what you meant about the changelog, but according to http://alphacentauri2.info/wiki/Yitzi%27s_patch the latest version is 2.5 but you have 3.1e uploaded...
Is it possible to allow gravships/locusts to obliterate bases? Mostly a convenience thing.
As for the popup to attack at low readiness....its annoying because most of the time, you will get the popup by accident (moving elite units and they run into an enemy when most of their moves are gone). Its much rarer for the other situation (you have a huge combat strength difference and want to attack anyway).
With sea transport its mostly annoying when you are trying to unload a whole bunch of units into an enemy base. The game wont allow you to move the transport into the enemy base to unload them (unlike a land tile). Alternatively, maybe you could mod the game so that you do get the "disembark" popup when trying to move a transport into an enemy base? That would make things so much easier.
Another bug : If an enemy has air units mixed with land units in a tile, you are not allowed to attack the land units with your air units (unless they have air superiority). You just get a message that you need air superiority to attack.
Also the tidal harness bonus building (+1 energy from harnesses) does not work for supply crawlers. I assume aquafarms and subsea trunklines behave similarly.
What if you want to declare war?
Well, unless you have "confirm odds before attacking" on. It could be made moddable, but unless other people want it too it won't be a high priority.
That gets tricky, though; if he wanted, he could designate the air unit as defender, but you can't attack the air unit, so effectively the air unit is the best unit to defend (since it prevents attack entirely) and so does, so you can't attack.
Thanks, that makes things a lot clearer. Still impossible to get enough clean minerals limit with all the mineral boositng facilities though, but by then the game is already over so i guess its not a big deal.
but im dissapointed that theres no difference between 2 and 3 planet rating
(and you cant seem to capture anything late game).
Speaking of which, Cha Dawn gets no interludes for some reason?
Can the game handle decimals in alphax.txt? E.g. 0.5 for the planet ratings?
While playing cha dawn i noticed a couple of things. I hadnt really used native units before as psi combat seems really random (the combat strengths are relatively similar unless you can stack a lot of modifiers). The mindworms were really powerful early game, but had the downside of eating up tons of minerals in garrisons since you cant give them clean reactors.
They also dont seem to scale very well later in the game. Isles are too expensive/slow and sealurks come too late into the game to do much (you get locusts earlier for some reason).
Map generator : Is there any way to make the starting locations further away, like a minumum of tiles? How would you even mod something like that anyway?
and im not even sure how to mod anything other than the stuff in alphax.txt
Still not sure how incite drones work. You said it increases the counter by 10, up to 2.5 the base pop. So for example a pop 4 base would get +10 to the counter and 1 more drone?
Stealing tech doesnt do much against the AI after the early game though, not sure if it's kyrub's AI changes, but the AI just goes braindead and gets stuck in permanent combat unit mode once the first wars start. 200 turns into the game, no children's creche, just building infinite units and turtling. Stuff like conventional missles with 40+ turns to go. The AI wont even rebuild destroyed HQs.
Against humans its more useful exept for the weird "new security interlock" thing on bases after the first tech stolen.
Also whats the difference between normal mind control and total thoguht control?
Echelon mirrors : I thought echelons count as solar collectors too? If not, maybe they should....actually how do you even edit the improvement stats? I can find the part where condensers give +50% nutrients but not the one for echelons...
Forests being overpowered just takes variety away IMHO.
Each citizen needs at least two nutrients, but pre-tree farm, most tiles are only going to give you 1 food.
In my experience it seems the easiest way to grow bases is to put a condenser on a bonus nutrient square ASAP.
Farms on rainy tiles sadly do not do much even with condensers.
I typically only build a handful of hydrophonic sats by the time i get them because my bases are mostly max pop anyway, and the ones that arent have more than enough nutrients from forests.
On a related note, are nessus mining stations subject to the clean minerals limit?
How do you even see your CM limit anyway (would be great if you could see it).
Naval units in sea bases have no in port penalty? I thought they did when attacked by aircraft, but i might be remembering wrongly.
Whats the problem with declaring war? Just go ahead and do it, not being able to build a base within 3 tiles of an enemy base isnt going to affect your ability to declare war. Declare war, destroy the base, then build your base wherever you want.
Yea i tried turning that option on, but it got really annoying because i would get the popup even if the odds were wildly in my favor, like 100 to 1, or even if i was attacking probe teams that couldnt defend themselves. Is it possible to mod the game so that when you mouse over an enemy unit with one of your units selected, it will display the odds in a popup window? Kind of like what civ 5 does.
Yea, this was with the AI though and i dont think the AI uses designated defenders.
I tested planet busters again. I nuked Gaians, and everyone declared war on me as usual. But i still managed to call the council and win via supreme leader vote and all the other factions except gaians agreed to serve me. Not sure if intended...
If you have the planetary transist system and make a new base somewhere with insufficient food, the base will drop to 2 or 1 pop. But it wont grow back to 3 pop after you get enough food for the base (the grow check only happens when you build the secret project for existing bases apparently). You have to grow the base manually.
If you have a base within 3 tiles of a water tile, you can work that tile but cant build stuff like aquafarms.
Discovering the manifold nexus as progenitors will trigger the interlude which shows your faction in control of it, even if you are not actually in control of the nexus. I think it should only trigger once you have it within faction borders?
Caretakers were eradicated, but once i started to build the ascent to trascendence, i got a message saying that they were going to kill me because transcendence is forbidden. Usurpers was eradicated too but did not come back from the dead to call me. Not sure if the use of the scenario editor to eliminate them had anything to do with it.
Specialists do not count as talents for the purpose of golden ages, even if you have high enough psych to turn them into talents. This only becomes an issue once you get habitation domes and you have cities large enough to work all tiles, at which point they are forcibly converted into specialists. At about 30 pop it becomes impossible to get enough talents to have a golden age. Not really an issue as the game is basically over by this point.
Resource bonuses do not grant improved tile yields in fungus even after you research centauri psi or build the manifold harmonics. Not sure if intended.
You can build improvements in fungus after you get centuari psi, but you cant work them till you clear the fungus away (except for boreholes). Is there any point in building, say, a mine under fungus when you cant work it anyway?
If a friendly unit is in the same tile as an enemy unit, you cant attack the enemy unit in that tile (e.g. friendly air unit flying over, friendly unit stationed in enemy base, etc).
Also if you have a truce and the AI decides to park their units in your territory to block you, they can choose not to take your call so you cant demand they remove their units from your territory. IIRC you do not get the option to refuse their call if you do the same to them. The problem is that you cant remove their units by any means except to declare war, but that means breaking the truce and your integrity will drop.
A rover can infinitely use a monolith to repair itself until the monolith dissapears. This is a rare scenario but a slow ground unit can keep attacking a rover, the rover disengages, and on his turn, repairs himself to full again, repeating an infinite cycle until the RNG makes the monolith dissapear. To prevent this from happening, i would suggest putting a limit on monoliths so they can only repair the same unit once in X turns.
-Disbanding a supply crawler in a base with shift+d only nets you half the minerals to a secret project, but you get the full amount of minerals if you move the crawler out of the base then back inside to get the popup asking if you want to assign the crawler to the secret project.
-Let players see what the morale of a unit will be before you build it (after all modifiers)
-Allow players to disable pods generating native life forms (the scenario editor only allows you to disable ALL life forms, but not pods generating them). Same goes for fungal blooms.
-Auto plant fungus option (low priority, mainly for late game players with manifold harmonics)
-Allow "duels to the death" for artillery, it should not take several turns to kill a single artillery unit....
Hmm...should the improvement replace the fungus, or apply after it? The latter would be extremely powerful.
Barring scenario editor stuff or some really wonky cases involving pacts and units in neutral territory, this shouldn't happen.
Does spacebar also raise that menu? Because that would solve the problem easily.
Definitely doable; how would you suggest it be shown?
Fungal blooms from ecodamage can be disabled by changing the ecodamage settings to negate all ecodamage (easiest way is to set maximum and minimum PLANET multiplier to 0); disabling pods producing native life forms would be doable (with alphax to control it) but not that easy and not high priority.
I thought that when one artillery unit attacks another, it is a duel to the death. If not...I'm planning a major combat-modding set of options at some point, and something like what you describe will almost certainly be in there.
Hmm i just noticed a huge bug. For some reason i cannot take probe actions against enemy units. When i try to move a probe team into the enemy tile, nothing happens and i get no error message. That might explain why the AI never tries to use probe teams on my units, its because they cant either...see save game. I even tried giving myself 999 energy to see if it was a energy reserves issue, but that didnt help.
Also another bug with probe teams is that when you try to move a land probe team into a sea base adjacent to land, you get a message saying that they need amphibious pods to attack the base, but you cant give probe teams amphibious pods....i was stuck on a continent with no coastal bases, surrounded by pirate coastal bases, so i couldnt build any naval probe teams nor could i give my land probe teams amphibious pods to do anything, so i had to start over.
Also probe teams can take clean reactors even though they dont cost any minerals to support, that should probably be removed to avoid confusing newbies.
The security interlock thing lasts forever by the way, not just one turn. If you steal tech from one base, you will always get a higher failure rate from that base for the rest of the game.
Native units : I think the biggest problem with these is that while they are decent in the early game, they simply dont scale unlike normal units. You get up to 40 hp with singularity reactors while native units remain the same forever so theres no reason to use them once you get fusion reactors.
The entire stack of mindworms will also die if one unit dies, and it is VERY easy to kill a single mind worm...just use a resonance rover/hovertank with empath song.
Echelon mirrors : I think it might be better to make them a uber solar collector instead, like what condensors/boreholes do. You put a condensor down on a nutrient bonus square, voila, 1 tile providing 7 food with a farm. You get 8 minerals from a borehole. But you put a echelon mirror down on a energy tile and its no better than a solar collector, and spamming multiple echelon mirrors is really impractical, unlike building just one condensor/borehole.
Probably replace, forests do that currently but the other improvements dont for some reason.
A is pact with B. You are at war with B but not A. A has his units stack with B's units. You cant attack B's units/bases while his units are free to attack yours.
QuoteDoes spacebar also raise that menu? Because that would solve the problem easily.Nope, space bar just skips the crawler's turn. Its also interesting that if you have crawlers on hold in a base that start a secret project, they will wake up and ask you for orders but not give you the popup menu to ask if you want to assign them to the secret project. With artifacts, they will wake up and when you set them to hold again, you get the popup menu asking if you want to link it to the network node/assign to the secret project. This doesnt happen with crawlers for some reason.
QuoteDefinitely doable; how would you suggest it be shown?Not sure what can be done UI wise...is there any space to put the text in the unit boxes, in the build screen?
I meant the unity pods, its really annoying when most of the pods are just native lifeforms that kill the unit that opened the pod, and the scenario editor doesnt have any settings to prevent pods from spawning lifeforms or fungal blooms.
Nope, artillery does minor damage to each other then they stop shooting. It generally takes 3+ turns to kill an artillery unit 1v1 unless there is a huge tech gap.
Also, if you want to allow probe teams with amphibious pods, you can allow amphibious pods for noncombat units in alphax.txt (of course, that means you can make colony pods or crawlers with amphibious pods, which won't do much good, so there's not much point in making them.)
Quote from: Yitzi on September 30, 2014, 07:09:05 PMAlso, if you want to allow probe teams with amphibious pods, you can allow amphibious pods for noncombat units in alphax.txt (of course, that means you can make colony pods or crawlers with amphibious pods, which won't do much good, so there's not much point in making them.)As I play SP mostly on huge maps, I find amphibious colony pods and crawlers can be useful, if you settle a sea base next to a continent, which you find is uninhabited. Of course if you have enough (clean) transports, you could just have one hold in the base, or if you can afford it, rush build one.