I am enjoying this mod playing as Clomidos. I love the 20 year cycle. I just have 1 problem: research costs were increased but I haven't realised that when I was setting up new game and I've set research costs to very high. Is there any way to change research cost modifier during the game?
Does this mod incorporate any of icemania's ai tweaks for better ai ship design and such? Having a zillion techs and options is nice but if the ai empires are still dense as a lead brick and can't utilize them then its kinda a waste especially if you have to manually design everything on the player side too.
Does this mod incorporate any of icemania's ai tweaks for better ai ship design and such? Having a zillion techs and options is nice but if the ai empires are still dense as a lead brick and can't utilize them then its kinda a waste especially if you have to manually design everything on the player side too.
Yea it has an improved AI.
It would have been pointless if my mod didn't have one. But Icemania's mod was too limited and was only focussed on 300 something techs so I had to build my own from scratch.
Took about 2-3 months since there was so many techs which brached off to different things and so many species with their different ship designs.
I would assume every other major mod had to build it's own improved AI unless they didn't change the tech tree much.
I am enjoying this mod playing as Clomidos. I love the 20 year cycle. I just have 1 problem: research costs were increased but I haven't realised that when I was setting up new game and I've set research costs to very high. Is there any way to change research cost modifier during the game?
Good to hear that you're enjoying it.
You can't change research cost after the game has started. To lower it, you need to start a new game.
Does this mod incorporate any of icemania's ai tweaks for better ai ship design and such? Having a zillion techs and options is nice but if the ai empires are still dense as a lead brick and can't utilize them then its kinda a waste especially if you have to manually design everything on the player side too.
Yea it has an improved AI.
It would have been pointless if my mod didn't have one. But Icemania's mod was too limited and was only focussed on 300 something techs so I had to build my own from scratch.
Took about 2-3 months since there was so many techs which brached off to different things and so many species with their different ship designs.
I would assume every other major mod had to build it's own improved AI unless they didn't change the tech tree much.
I deleted the link because I was about to upload a new version.
I delayed it because I made a lot of changes and I had to fix a few things.
I guess I should have left the link up. I don't have that version anymore so if someone else wants to upload it then that's fine. Or just wait for the next update.
I would love to check out this mod, but as mentioned all the download links are down. Assuming there is no other hosted location, I will eagerly await the new update!
Apparently I managed to nab it a few days before the link poofed. I'd stick a dropbox link up, but this forum has possibly the most annoying link restrictions I've run across, as it is annoyingly good at detecting work arounds. PMed it to fierceking, at least.
< Message edited by Tiberiumkyle -- 9/21/2015 3:37:15 AM >
Apparently I managed to nab it a few days before the link poofed. I'd stick a dropbox link up, but this forum has possibly the most annoying link restrictions I've run across, as it is annoyingly good at detecting work arounds. PMed it to fierceking, at least.
The easy way around it is to make a text file with the links and instructions and then attach it to the post so others can download it. No restrictions on that.
Apparently I managed to nab it a few days before the link poofed. I'd stick a dropbox link up, but this forum has possibly the most annoying link restrictions I've run across, as it is annoyingly good at detecting work arounds. PMed it to fierceking, at least.
Thanx for the link. Here it is and I will change the link at the front page also
Posts: 1847
Joined: 6/5/2013 From: Australia Status: offline
quote:
ORIGINAL: fierceking The next update will be the last for this mod. There's not much left I can think of to add to the mod and I have less time to work on it.
Does this include the AI improvement mod, or part of it?
It dont seem to be included, but to be sure.
He made his own custom ai mod as icemania's mod of course doesn't include his expanded tech tree or the scripts for the ai designer and such to utilize it. I'm still playing a large game on his previous release and the ai seems to do very well at expanding and teching up the same as in icemania's mod. Will download this new version and give it a go as I'm about done and ready to pull the trigger on the planet destroyer fleet and wipe the universe of all things not insectkind.
< Message edited by SirHoraceHarkness -- 9/27/2015 8:00:54 AM >
Fierceking, I must emphasize that version 1.10 is great news. Congratulations and thank you for this excellent mod. You have led to the game to his maximum expression. Anyway always welcome a future update. By the way, SirHoraceHarkness, or who read me, with that number of races have started their games? because with 30 or more races on advanced games have crash to windows 7 or 8, and advanced games the game becomes very slow with my I7 4710. 970GTX and 24 GB of RAM. SSD disk. Thanks 2 all!
< Message edited by danymatrix -- 9/28/2015 8:01:10 PM >
Posts: 14
Joined: 8/13/2014 From: Sweden Status: offline
This is the best mod But found two things:
S3F6 Repair Bot is broken. When i use that on a design, the ship is not buildable. (It was the same in last version but i thought maybe it will be fixed.)
And asteroidfields can sometimes not be scouted. Resulting in many scoutships getting stuck in asteroidfields. (This is new for this version of the mod. Have not seen that before.)
< Message edited by Locust71 -- 9/28/2015 7:52:50 PM >
S3F6 Repair Bot is broken. When i use that on a design, the ship is not buildable. (It was the same in last version but i thought maybe it will be fixed.)
And asteroidfields can sometimes not be scouted. Resulting in many scoutships getting stuck in asteroidfields. (This is new for this version of the mod. Have not seen that before.)
2 good observations for a possible fix.
< Message edited by danymatrix -- 9/28/2015 8:00:06 PM >
Fierceking, I must emphasize that version 1.10 is great news. Congratulations and thank you for this excellent mod. You have led to the game to his maximum expression. Anyway always welcome a future update. By the way, SirHoraceHarkness, or who read me, with that number of races have started their games? because with 30 or more races on advanced games have crash to windows 7 or 8, and advanced games the game becomes very slow with my I7 4710. 970GTX and 24 GB of RAM. SSD disk. Thanks 2 all!
Unfortunately the game will crash on very large games with lots of empires and stars due to limitations of the game engine. I've found that when you want to play a large 15x15 map with 700+ stars you need to limit the races down to about ten or so but can squeeze in lots and lots of races on the smaller maps.
With time constraints and obligations in the real world, I began to play this mod for the first time this past weekend (1.06). I got about a half year into the game and obtained an abandoned monitoring station with seven death rays, five super area weapons, and maintenance of 60,000. Nearly bankrupted my economy for the few ticks it was in my possession. A few game months later I encountered another empire with a similar government. A game months after that, I located their home world. In that time they went from a military strength of 470 to a strength of 157,886!?! As their entire "fleet" consists of three escorts and a frigate, I have to guess their medium space port is simply busting with super weapons. Is this typical/normal for this mod?
Glad to see their is another update. Downloading as I type.