Game told me it was not compatible.Just wanted to ask if this works with 1.2.3 without "any" issues or should I downgrade to 1.2.1 (121.0.98a) ?
Game told me it was not compatible.Just wanted to ask if this works with 1.2.3 without "any" issues or should I downgrade to 1.2.1 (121.0.98a) ?
That might only be due to the .mod file being defined as 1.2.1 though. The game doesn't do an advanced compatibility check, it just tells you what is written.Game told me it was not compatible.
Just wanted to ask if this works with 1.2.3 without "any" issues or should I downgrade to 1.2.1 (121.0.98a) ?
If you'd like to help with Relativity, or just submit some work or suggest a mod which might make a good addition, then feel free to post in here or PM me.
Waiting for your new Version!
Want to test it this weekend![]()
Playing this mod for about 400 years. Damn it need a heavy balance changes. AI do not understand some buildings and sometimes kill himself by starving.
Ai is almost dead with current defines.lua file something is broken there. I rewrited it almost from the begining.
ai_weight = 1 in all buildings is not the best variant you should force him to buld some buildings more then others.
Something is done wrong with AI title selection. It does not understand know wich title is good which is bad.
And of course toooo longgg research time at mid late game. Opening battleship reasearch cost me around 500+ month )) That very long
Lack some high tier weaponry. There are some mods with additional weapons like tier 3 lance or double barrel kinetic arty so you can merge them in to one )
Or place some high tier default weponry to higher tier and add + % damage/rof/range techs in the middle as prerequisites.
once i am done to all techs in my game i can send you modified relativity files with a very decent AI that really push hard and develop it's empire relativly quick
0.99
* Building AI added
* personalities tweaked substantially
* Reactor techs tied into the general powerplant line
* higher-tier components now require better power plant tech
* Loads of tech AI work done
* rebalanced ship weapons so they all have equal average DPS.
* lots of bug fixing. Just lots.
Fast colonizing
00_country_types.txt
colonizer = {
fraction = {
modifier = {
add = 150
has_technology = tech_colonization_1
}
}
min = 0
max = 1
Then u must add ai_weight to tech_colonization_1 tech up to 2 or 3.
Check my defines.lua file . That's a really nice and fast AI for this mod. it works with modified 00_buildings.txt at least 300-400 years.
So I started up a game on the new release today, and the game keeps Crashing a few months in. Like Stellaris goes (not Responding) and never ends up responding (even after waiting like 10-20min) leaving me having to force close it.
Once again, I first checked to see if any (which they shouldn't since they are just graphical mods) of my mods were causing crash conflicts, and it kept crashing even after disabling a few. I tried again with just only Relativity enabled, went into an observer game and it once again didn't respond after a few months of play.
So then I grew curious and ran an observer game with no mods enabled: it ran for many years with no issues.
Is something with Relativity causing a (Not Responding) Issue with only a few months of play?
Update to the new version first, .98 leaves out a lot of AI work. That said, we have been looking at your modifications, as they are at least food for thought. Some of your modifications go against our design philosophy at the moment, particularly on growth lines.
The general idea right now, and Naselus can correct me if I speak falsely here, is that we want the game to be slower and longer. Ideally you won't really reach the end of the research tree, so there will always be something to research. I know I've personally always hated reaching the "end" of technology, as if there's nothing more to know. So the tree has that in mind roughly. You can reach the halfway point in some categories by Y110-130 mark with a science directorate, to give you an idea. I have tweaked a lot from .98 to .99 in tech, but the general principle is WAD.
As for the AI, tons of that has been written since .98, especially building and tech AI. But thats still by far my main focus. We don't really want to make the game easier for the AI if we don't have to, particularly since I've been making some strides today. Diplomatic and combat AI has not been touched yet, we want to get the AI competitive with the player first.
I appreciate the feedback though, and I encourage you to play the new version!