Brad Wardell's site for talking about the customization of Windows.

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This weekend I will be working on the big update to GalCiv III and GalCiv III Crusade.  My work focuses heavily on balance so if you have any particular exploits or balance issues you'd like me to look into...

1. Post here.

2. Share a save game for me to look at.

You can also join me this weekend on Discord: https://discord.gg/JN2XH6A


Comments (Page 1)
on Aug 31, 2017

I'd like to see the Ai go after the protected anomalies a bit more. They never do thus end game I am spiraling in power leaving them behind. That would go a bit in getting the ai to be 'beefier' as we approach mid to late game. 

on Aug 31, 2017

Steps to reproduce the problem:  

1)  give an AI--any AI--a negative bc credit balance.    

2)   open up the trade screen.   

3)  offer to buy any of his ships.  all of his ships.   knock yourself out.  

4)  rule the galaxy with all his ships you got for free.  

 

on Sep 01, 2017

AI fleets need work. Even after their tech level is way up i continually see AI fleet speed hampered (crippled) with small ships.

logic issue? I approach an AI planet and there is an AI fleet that could easily destroy mine.  Un-Explicitly the the AI fleet disbands and into a stack which i pick off one at a time.

I continually see large stacks of AI transports and constructors just sitting idle for most of the game (mid-late game)

on Sep 01, 2017

With Mercenaries installed, if you take The Anvil it more or less lets you insta-win the game. It gives you a weapon for which there is no defense. While I do enjoy trouncing the galaxy on the highest difficult levels, some would consider this an exploit.

on Sep 01, 2017

Insta-win with Anvil only happens on Tiny.  In a large galaxy, the Mercenary only gives you an advantage (which it should). 

on Sep 01, 2017

tetleytea

Steps to reproduce the problem:  

1)  give an AI--any AI--a negative bc credit balance.    

2)   open up the trade screen.   

3)  offer to buy any of his ships.  all of his ships.   knock yourself out.  

4)  rule the galaxy with all his ships you got for free.  

 

 

Fixed.

on Sep 01, 2017

tetleytea

Insta-win with Anvil only happens on Tiny.  In a large galaxy, the Mercenary only gives you an advantage (which it should). 

Anvil more expensive now.

on Sep 01, 2017

Upgrading your survey ships takes an additional administrator which is surely wrong.  Need an upgraded Enterprise mid-game but don't want to retire Capt Kirk for Capt Picard just yet

AI will happily trade for new expensive weapon techs, but doesnt appear to use them as weapons on new ships still lower than single value of high value weapons like Disruptors / AM missiles - even when I gift them Elerium/ antimatter they don't use it but leave it in their stockpile and continue to build ships with rubbish weapons.

pse fix, been bugging me for a long time.

on Sep 01, 2017

I noticed some of the skills that reduce manufacturing costs don't work. The hive and second manufacturing one comes to mind immediately (Construction Optimization -> Efficient Manufacturing). I saved the game, researched them, then checked after they were done and my manufacturing costs stayed the same for all buildings. I'm not sure if this is just a tooltip error, or if there is no actual benefit to these skills right now. I'm playing 2.33 with no expansions. 

 

  • I have a big problem with the way AI responds to culture. They are absolutely terrible at preventing you from taking them over through culture. I usually play on "Gifted" setting, and I was able to take over the galaxy without ever being declared war on once. 
  • The AI is terrible at managing their ships. They should be better at making fleets.
  • Defense is far too expensive. If you do the math, you are better off with an empty ship 'tanking' than fitting it with defenses. There are a few exceptions, but in general, you are better off spamming medium or large ships for tanking. Defense helps with attrition, but that's about it. You're better off with an empty ship, or another attack ship considering the cost.
  • There is no where near enough Elerium on maps. I don't know why this resource is so scarce compared to the others, but it kinda screws some playstyles over (including the ability to effectively use beam weapons - since the upgraded versions use it). You can fit a bunch of ships with the kinetic upgraded weapon because of the abundance of Durantium, and almost the same for Missiles, but not beam weapons. 
  • I think speed and possibly range should scale with map size. It doesn't make sense to have a 6 speed constructor on a tiny map and that same constructor on a massive or insane map. At the end game, you end up wasting half a ship's capacity just on drives. Likewise, this makes defense way too powerful - since they can make ships that counter you, AND don't waste half their capacity on warp drives. By time you reach them, they will have a fleet that counters yours, and is more capacity efficient, meaning you lose and the turtler wins (culture, research, ascension victories). I suggest having a passive +x% global speed depending on the map. It doesn't have to be a lot mind you - after all the point of larger maps is to have more space and time, but as it stands, speed does not scale at all compared to map size. 
  • Governors should have a culture option. They don't always terraform tiles even though you tell them to. 
  • United Planets vote should not be voided if someone defies it. The effect voted for should still go through, but the people in defiance won't be affected. 
  • Tourism is useless. Way too little credits for the costs (space, research). Global credit bonuses are always strictly better than just tourism ones, which is bad, because they compete with each other for R&D and tile space. 
  • The Terran/Generic talent trees should have something extra in them, like the other races do. Right now, there is literally no benefit to picking those trees compared to say the Thalan, who have the same building bonuses, plus extras like Hives and Hyperion Matrix. The balanced ones should probably get a +5% bonus on all their base buildings, so instead of 15% production/research, 10% wealth, it becomes 20% / 15%. For influence maybe go from 1 -> 1.5 base for consulate. That, or give them more tech like the other tress have. 
  • Games take too long to finish. You get to the point where you know you will win, but have to grind it out for another 50-100 turns. If you have more power rating than all your opponents combined, you should have the option to ask for them to concede. That way games will actually finish, instead of being abandoned. 
  • As someone already mentioned, the AI is horrible at movement speed. Even late game, they might have a ship that only goes 2 or 3 tiles / week. This makes them completely irrelevant, as they will never reach your ships or planets in time to be a threat. 

Alright, so I ended up writing a lot more than intended. Obviously you don't have the time to fix all of these concerns, but I hope you take note of them none-the-less. I'm not sure how you plan on balancing the game when there are two (maybe 3) different versions of it, but good luck. 

on Sep 01, 2017

You mentioned, you wanted to rebalance the population to production (pop-to-prod) curve and nothing since. If you do/start this over the weekend, keep in mind, that production got buffed with crusade:
- in vanilla one point of prodcution meant 1 point was distributed between manufacturing (civil and military), research and credits
- in crusade one point of production gives one to each of the four above.
Depending on how much one values credits and the economy wheel, one can argue, that in crusade one point of production is 3 to 4 imes as strong as in vanilla. Hence, if you return to linear pop to production, I suggest using a value of .25 to .333 as multiplier in the formula, not one.
(Btw, this is also why asteroids feel so strong in crusade compared to vanilla, but I think they should be kept as is, until pop-to-prod is settled and tested by players)

Make the AI counter jamming with Accuracy increasing tech and components in their ships.

Fix attack speed (AS) stacking.
Quick-and-dirty way: change components, that grant a lot of AS, to grant % damage instead
Thorough way: I presume in the unit class there is only a stat weapon cooldown (CD) (for each type). Furthermore I presume the sum of attackspeed boosts is tracked in a variable AS at some point in the code. Then CD is modified according to: CD' = CD*(1-AS)
change this formula to CD'=CD/(1+AS)
This causes all attackspeed boosts to stack in a linear (non-divergent) way and you never again have to worry about combinations of attack speed boosts, like missile weapons research (20% AS), non-ressource booster (25% AS) and high tier booster (50% AS). If you add those up, you get: CD'=CD*(1-0,95) = CD/20, which means the weapon fires twenty times faster and missiles become the highest, range, highest attack speed and highest damage weapon type.

Arguably the above could also be applied to evasion. I presume the unit class has a variables EV (for evasion) and weapon accuracy WA (for each type). The hit probability PH is calculated by: PH = max(10% ,WA - EV).
Instead the formula should go: PH = WA/(1 + EV)

These are the most fundamental issues I see. Once pop-to-prod is settled, you should also take a look at treasure hunt. I have found it is easily the most efficient way to accumulate credits.

Happy to answer questions about my arguments above.

on Sep 01, 2017

Not all balance issues are OP.  A lot of UP stuff, and buffing them would make the game cooler, with more cool stuff.  It's a sugar-coated pill:

- Port of Call.   Waste of a tile.

- Influence.  UP.  

-  factory upgrades, research center upgrades.  Only get 2.5% bonus.  You don't recoup your investment.

- Admirals, losing their (better) Fleet Commander bonus.

-  Planetary defense.  

-  If you get the same Ideology event twice, you can't build two of that component.

-Low-end mercenaries get expensive  (to the point of being useless) really fast. 

- No way to realistically fill out the Benevolent and Pragmatic trees.  Malevolent, yes.  Benevolent and Pragmatic--not so much. 

 

on Sep 01, 2017

On some randomly generated maps, some important resources are entirely absent. This effectively hamstrings mid-tier colony developments.

This mod adds missions to fetch resources in case they are not otherwise available. I recommend this be incorporated directly into the game:

https://forums.galciv3.com/483286/Mod-Resource-Missions

on Sep 01, 2017

Many of the Mercs could use a balance pass, in my opinion. A few are completely broken, like the one that increase base influence (Auspicious Start in particular, Lutitia less so due to the additional influence per turn). Several should be re-classified as support (Hivebase One, Bitte, Erragis,  Heptium, Gestalt, Sidrat, Compact, Lutitia, Linked Aerie) because they do not appear to be intended as frontline warships while others should be moved from support to escort or capital because they do appear to be (Raptor, Nail, Bludgeon, Sabre, Fist of the Sun, Retribution, Scow, Cixma, Fissure). Others have conflicts with their descriptions (Pursuit has "powerful prototype missiles", but beam attack value is higher) or conflicting values for attack/defense/hitpoints (Derr ignores 75% of incoming damage but only has 1hp, Straisor has highest attack value period, but it's a planet boost ability). A lot of the planet boost mercs in the later tiers actually have much better attack values than the warship types. As an aside, my instant win button is the Shaout, as soon as I get that I can erase the board with the double range and high rate of fire.

I point this out because I thoroughly enjoy using my mercs in every game, to the point that I used Old-Spider's post to mod in all the mercs in every game.

on Sep 01, 2017

Adding a vertical line that separate the 2 civilisations in the trade bar when these two have the same color will be a good thing. When you play with 70+ civilisations on the bigger map zise, it happen at every played game.

on Sep 01, 2017

Larsenex

I'd like to see the Ai go after the protected anomalies a bit more. They never do thus end game I am spiraling in power leaving them behind. That would go a bit in getting the ai to be 'beefier' as we approach mid to late game. 

Totally support this comment from Larsenex.  

As much as I'm enjoying Gal Civ III Crusade, which I'd say is one of the best expansions ever, I'm still annoyed by the AI.  Refer here for some other actionable AI suggestions.

http://steamcommunity.com/groups/explorminate/discussions/0/619568794024156085/?ctp=156#c1473095331505774793

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