I've started recently on Very Hard difficulty as prewarp Wekkarus empire and .. oh my! I was beaten so hard. Not sure if it was because of enormous number of pirates nearby which literally either destroyed all my mining stations or dry my coffers due to tribute. When I was planning to colonize first planet, Quanemo had like 25 colonies !
Icemania never put out a recommended Research Speed to go with the Mod; that's always up to the player. I always play most expensive research myself. In short, it does'nt matter.
Something seems odd with the ship design template usage in my game - my (standard) empire appears to use the pirate design templates. I may be misunderstanding something - I've always manually controlled everything before and never looked closely at the auto-generated designs. But, for example, the regular Quameno frigate has 2 graviton beams and 1 regular beam while the pirate version has 3 graviton beams. If I start up a new game, my starting frigate is built to the pirate profile (3 grav beams). As the game progresses, it continues to use the pirate templates (1 reactor on a cruiser, for example, instead of 2).
Is something messed up here? Am I misunderstanding what's supposed to happen? While I enjoy the full manual experience at times, I'd also like to run faster, more automated games. And letting the AI handle research and design is really the biggest part of that.
I see I may be misreading the Quameno design situation, since the Quameno start without Beam Weapons in the mod. But I've been poking around more broadly at how mod files are handled and have lots of questions, so I made a more general post to the Design and Modding subforum.
After playing quite awhile with DW Extended, upgraded to this AI mod recently and really enjoying the additional challenge, very well balanced so far (e.g. I am getting beaten lol)
But one confusing question - why are there so few manufacturing plants per spaceport design?
All the other pre-designed templates look like good improvements and sorely needed where AI undersigned significantly - like for example how the default mining stations start way under mining cap, but the new ones with this mod start close to the mining cap for number of gas extractors, lux, and mining engines
But for spaceports, I notice that even for massive number of construction yards - like say large spaceport at starting tech with 36 yards, it still only uses 1 manufacturing plant of each type, total. So not even the 1:3 ratio recommended in the help text - which would imply 12 plants of each type, but just 1 single one - so 1:36 ratio?
Has there been some patch/update I am not aware about where only 1 plant is needed in order to avoid slowdown in construction due to fabricating the components needed time?
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Joined: 10/10/2001 From: England Status: offline
Something I have noticed with the races is very little use of boarding pods.They are pretty dam powerful.Pirates use them put having some of the main factions use it would add the gameplay.I have done this myself of course.Just thinking of the non modders.
After playing quite awhile with DW Extended, upgraded to this AI mod recently and really enjoying the additional challenge, very well balanced so far (e.g. I am getting beaten lol)
But one confusing question - why are there so few manufacturing plants per spaceport design?
All the other pre-designed templates look like good improvements and sorely needed where AI undersigned significantly - like for example how the default mining stations start way under mining cap, but the new ones with this mod start close to the mining cap for number of gas extractors, lux, and mining engines
But for spaceports, I notice that even for massive number of construction yards - like say large spaceport at starting tech with 36 yards, it still only uses 1 manufacturing plant of each type, total. So not even the 1:3 ratio recommended in the help text - which would imply 12 plants of each type, but just 1 single one - so 1:36 ratio?
Has there been some patch/update I am not aware about where only 1 plant is needed in order to avoid slowdown in construction due to fabricating the components needed time?
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Joined: 7/24/2007 From: The Big Nowhere Status: offline
quote:
ORIGINAL: ASHBERY76
Something I have noticed with the races is very little use of boarding pods.They are pretty dam powerful.Pirates use them put having some of the main factions use it would add the gameplay.I have done this myself of course.Just thinking of the non modders.
Might have to do with the number of pods available in the templates. In my own custom game, I've put at least two pods on even the escorts, and due to this, I have a lot of my ships stolen from me.
Another problem is that the AI is a little over-zealous in taking down the shields. Many times, a ship the AI tries to capture is actually destroyed while the boarding parties are fighting for control. I've seen this so often that when there is a ship I want to capture (big AI design I have no access to), I manually control the fleet that will accomplish the capture, down to a micro-managed level.
First game as the Banoserit on Normal difficulty. Challenging but fun, no serious massacres from the AI.
Second game however is turning out very different. Playing on Hard as the Ortain (Dictatorship). More challenging than the Banoserit but still fun. Went up against Ketarovs first, hit them early enough to have the advantage and wiped them out. Next were the Phaerax, who I had a tough time with for a while (especially invading their homeworld), but I eventually won.
The REAL challenge is my current conflict with a Kiadian Dictatorship. I'm getting absolutely destroyed by them; they're landing enormous armies on my colonies, not to mention their tech is miles ahead of mine. My hyperdrives are at 15k, theirs are 50k. My size 500-650 ships have ~150-200 firepower each (fighters), their size 800-900 ships have 500 firepower each! I think they have Plasma Torpedoes already. They're also packing a TON of armor (and probably repair bots too), as I'd have huge swarms of missile bombers focusing on one ship and it would still get away.
I know the Kiadians are good at research but man! This is crazy. And I haven't been neglecting research capacity or priorities at all.
I think I might lose this game.
Edit: Here's a video, pretty crazy! I had lost a lot of ships by this point but the result was the same even with 50 of mine vs 20 of theirs.
Question on tractor beams in this mod. I've tried a setup of railguns and tractor beams, the idea being that the tractors pull in the target into the railguns range. I've got all my stances for everything except for carriers set to point blank, but I'm seeing my ships push the enemy away out of railgun range.
If I let my fleet control itself when fighting, in large battles my fleet will be spread all over the system with 1 or 2 of my ships just pushing the enemy ships away and just pelting them with the small amount of missiles they carry. Even if they win it just ends up making the battle take a really long time.
Any suggestions? I've done some testing and I'm not seeing very consistent results.
- ship decision whether to use tractor beams to pull or push a target now uses optimal attack ranges defined by battle tactics, e.g. when set to Point Blank then will pull within close range, when set to Evade will always push. Spaceports defending a colony will push when enemy troop transport gets too close in an attempt to prevent them from dropping invading troops at the colony
I know that it worked well a while back, but my testing focused on observations from the designs using the design templates available via Modding. If it's not working in specific cases it's a hard coded problem I can't fix and should probably go in Tech Support with as much detail as you can provide.
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Joined: 6/5/2013 From: Australia Status: offline
All, my bad, due to the volume of links I have in dropbox I tried to better organise them. Unfortunately, moving them into folders changes the links, so I’ve updated the OP to reflect the new links. Give it another go and please let me know if any issues.
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Joined: 6/5/2013 From: Australia Status: offline
For those interested in AI Mods for other Space 4X games, we are currently finishing up an AI Improvement and Balance Mod for Stardrive 2, refer here for details:
For those interested in AI Mods for other Space 4X games, we are currently finishing up an AI Improvement and Balance Mod for Stardrive 2, refer here for details:
May I ask a question of someone who's played a bit?
The mod suggests I play the game at very hard, at least. I just want to know if I will still receive an improved experience playing on say normal with this mod as opposed to playing on normal with the vanilla extended races mod.
the mod is also playable at the normal difficulty level and in my opinion it is anyway an improved experience respect to the vanilla version played at the same difficulty level. that say it shines at the harder difficulty levels
Thanks, one more question, I know that designing your own ships is a huge advantage over the AI so I avoid it. I know that this mod gives the AI better ship designs but does that mean that MY default ship designs are better too or will I still be using the vanilla ones?
< Message edited by Zulgaines -- 5/12/2016 8:18:37 PM >
So I've been reacquainting myself with the game and spent some hours playing the lower difficulty levels.
I just went from hard to very hard for the first time after getting the hang of the game again to the point where I was far more powerful than anyone else for it to be interesting on hard mode.
Wow! The AI keeps up with me so much better on Vhard, at least 2-3 times more effectively than on hard. I also love the new default ship updates and how race relations are divided a little more sharply by racial differences.
So double thumbs up for this mod from me.
< Message edited by Zulgaines -- 5/13/2016 2:52:18 PM >
Icemania - just wanted to say thank you for your mod and all of the many hours you put into it. Your mod (combined with the extended races mod and my own personal mods) keeps me coming back to DW:U for a long game about every 3-4 months - despite far newer, shinier 4x games on my drive (including Stellaris).
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For those interested, forum thread link to post with a master list of all my DW mods: Link
I bought this game a few weeks ago and decided to give this mod a try. When I checked the weapons tech tree I noticed that the expensive "Super Area Weapons" tech doesn't have any prerequisites and can be chosen as the initial tech in this tree ? I wonder if this is intended.
FYI I'm using version 1.9.5.12 of the game and 1.05 of the mod.