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No I mean as the game progresses, by turn or techs. Not by difficulty level
Quote from: tnevolin on May 20, 2020, 02:10:49 PMYou know what, dino. Why am I defending this SP cost at all? It's not like it is some cornerstone of my mod. It is not something difficult to change either. This is all in txt configuration.Just let me know what you want them to be and we be done with it. Even easier you can change them yourself in alphax.txt until you are satisfied and then send it over for me to merge into my release.It's fine, I was under impression that discussion is going toward increasing their costs even further. It's your mod, don't design it completely by cometee. I'm unlikely to take it as it is anyway.( but will try it again at some point for sure and I'm forever grateful for the changes to the combat you've made).
You know what, dino. Why am I defending this SP cost at all? It's not like it is some cornerstone of my mod. It is not something difficult to change either. This is all in txt configuration.Just let me know what you want them to be and we be done with it. Even easier you can change them yourself in alphax.txt until you are satisfied and then send it over for me to merge into my release.
Someone always snowballs.
Its also tactics - because all those abilities give player edge. For example amphibious or drop make game easier - AI can't use it as well as player. Another one is mag-tubes.. i think AI should build magtubes even if player can use them, its lesser evil. Thinker disabled magtubes - i think thats mistake .. at least in WTP settings
One thing that turns struggle to easy in the end is op superprojects - and i found i could get them all because they are expensive.
I meant the same. Both you and AI grow exponentially. However, AI exponent base is bigger at higher level. So it outruns you more and more as game progresses. This is not a difference in speed but in acceleration. Meaning if it is twice ahead of you by turn 50 it will four times ahead of you at turn 100 and eight times at turn 150. It will double relative advantage every 50 turns. (number are just an example)
That's right. However, it was always difficult for me to snowball in Thinker. That is why I was curios how you beat it in every game. You might be more seasoned player than me.
Thinker AI doesn't build magtubes at all, but with modified combat in WtP it definitely should, it would allow it to counterattack damaged invading force before it can heal.
Quote from: tnevolin on May 20, 2020, 08:59:48 PMI meant the same. Both you and AI grow exponentially. However, AI exponent base is bigger at higher level. So it outruns you more and more as game progresses. This is not a difference in speed but in acceleration. Meaning if it is twice ahead of you by turn 50 it will four times ahead of you at turn 100 and eight times at turn 150. It will double relative advantage every 50 turns. (number are just an example)In practice the AI doesn't keep the same acceleration is what I'm saying. Its doubling rate slows down due to inefficiencies in play tactics. A lot of it is in how it manages military movement and support. And also when to build facilities and which facilities. Or when to run growth to boom or +2 ECON safely. Thinker I'm sure has improved this with the AI using advanced terraforming, but nonetheless the rate will degrade. Whereas a human can maintain their rate, which while at first is slower will eventually overcome the AI.
q: Hm why did you put The Manifold Nexus in build tech? Somehow to me makes sense its on explore branch. This is second time Drones get it and they can't really use it (to full potential). Once i saw Morgan get it. Seems weird. It might be better idea to put somewhere where Deirdre and Cha-Dawn can get it.
Remind me of what Sid Meier talked in that GDC talk.. they envisioned game where civilization rises and falls (as in history) and you are supposed to rise again. And what happened is that noone would play it because players quit or reload -_-. Lel.
Tech tree tuning and correct placement of all features is a very-very-very hard task. I believe it is now somewhat better than in vanilla (where it is a complete mess). However, I gave up doing it alone. Only if someone team up with me.
In other thoughts, I've seen no evidence that the Network Backbone is actually a powerful project. It sounds powerful, but I've never noticed my tech actually being boosted substantially for having built it. And I do of course do the "super capitol" thing.
In other thoughts, after 2 years of course I think my techs are in all the right places.
Quote from: dino on May 20, 2020, 09:28:02 PMThinker AI doesn't build magtubes at all, but with modified combat in WtP it definitely should, it would allow it to counterattack damaged invading force before it can heal.Wow. Didn't know that. Probably I should enable them.
Yeah its complicated it needs to be thought through,. Its just my initial observation - i didn't know if you had some special reason to place it in build branch. That said i've no idea if it would be better or worse if moved elsewhere . I'll suggest something if i see that it could help. Its too early for me to give good advice.
The Manifold Harmonics SP was op - but it is out of the way of Planet factions so its nerfed that way balancing it. Basically chances are they won't build it, but they can conquer it. It also stops player from easily getting it. I've seen these factions use it to some potential with 0 or +1 positive rating - from what i've seen they won't switch to Green.. player can switch but there's big penalty in Green. When you take that into account this project loses on power.
Quote from: tnevolin on May 21, 2020, 12:06:05 AMQuote from: dino on May 20, 2020, 09:28:02 PMThinker AI doesn't build magtubes at all, but with modified combat in WtP it definitely should, it would allow it to counterattack damaged invading force before it can heal.Wow. Didn't know that. Probably I should enable them.You have bad memory, you are being made aware of this at least third time