[quote who="Bamdorf" reply="6" id="3644117"] I have been seeing this lately. Sometimes it can be hard to target a fleet. In one case, I was never able to target a fleet despite clicking several times around it. It thus became a Zombie, in a way. Do we need to submit a ticket showing this? [/quote] Hard to target? No, its just a visual thing, the game thinks it is in the square it is 'suppos
Mystikmind
[quote who="zuPloed" reply="81" id="3644224"] The problem with power rating is the heavy weight of fleets. Since the AI stocks their worlds and starbases with ships, a lot of its power rating is not necessarily a threat to you and might actually be offset by your tech and production capabilities. [/quote] Of course.... but let me put it another way why the power rating is important - 'AI diplomacy' because the AI naturally gets hostile fast if your pow
[quote who="admiralWillyWilber" reply="80" id="3644222"] Your not into modding right. [/quote] Nah, lol Never had any good experience with mods in the past - generally speaking, mods tend to be harder than vanilla. But that is not always a bad thing, i mean take Alpha Centauri for example.... the AI is pretty horrible in that game and i would love it to be better, and there are mods for doing that, and yet still i have not bother
[quote who="cbholmes" reply="74" id="3644184"] Shameless self-promotion: https://www.youtube.com/playlist?list=PL4hv-Mbo-IfWQnWeOAv8jFpSmkjdNpM6_ You might pick up a thing or two. Quoting Mystikmind, reply 73 <
There is a trade ship one as well. I bet you got taken in by that tricky selection system.... i think most of us have been bitten by that, (me at least). You have to study it very carefully to figure out which one is actually selected!!!!!!!!!!!!!!!!
Planning starbase deployment is a significant strategic element to the game, and you are limited by the five tile rule, and the individual nature of the random map. I think the balance is about right as it is.
I noticed how cheap nightmare torpedoes tech was too.... i just thought it was because some follow on technology is easy and they put that type of random thing in the game.... for example, look how hard it was to invent a fission bomb, then how quickly the fusion bomb came afterward! Although developing the fusion bomb probably had more resources and money thrown at it?? but for the sake of the game we are talking about number of turns.
[quote who="Go4Celerity" reply="72" id="3644085"] Quoting , quoting post i was not worried since i had already researched large hulls and drone carriers. ...Now everything seems to be happening pretty fast, only just started building up economic starbases, Here's the bigges
The grand old Duke of York, he had 10 thousand men, he marched them up to the top of the hill and he marched them down again, when they were up, they were up, when they were down they were down, BUT WHEN THEY WERE ONLY HALF WAY UP THEY WERE NEITHER UP OR DOWN
[quote who="erischild" reply="68" id="3643894"] Quoting Mystikmind, reply 57 I did not know any production is carried over?? I have not seen any evidence of this? I know it used to in Galciv2, so you could actually change a ship or planetary construction half way through an the production is switched to th
May as well because as it stands now, it is fairly hard to ascertain the AI is voting very consistently in a manner that makes logical sense towards the strategic situation it is in for each individual game.
[quote who="Mystikmind" reply="65" id="3643833"] Quoting psychoak, reply 64 The slider says how much of it goes, the actual shipyard says if it goes in the first place. If you don't have a shipyard, or have an inactive shipyard, none of it is going. Until you actually set something building, your planet is
[quote who="psychoak" reply="64" id="3643829"] The slider says how much of it goes, the actual shipyard says if it goes in the first place. If you don't have a shipyard, or have an inactive shipyard, none of it is going. Until you actually set something building, your planet is assuming full production just as if there wasn't an attached shipyard to start with. [/quote] OMG wish i knew this sooner!!! In all my games I have been building shi
[quote who="S J N" reply="4" id="3643619"] I did not update to win 10. Am on Win 7 Ultimate x64. [/quote] ok well, there is allot of stuff that comes up when i google 'disable logon windows 7' They all say similar things by the looks.... here is one example; " How you get there depends on what version of Windows you're using: Windows 7 & Vista: Click Start, type netplwiz , and press ENTE
[quote who="psychoak" reply="62" id="3643821"] Because you started building something at the shipyard, which eats half the production of the planet at the initial setting of 50/50. [/quote] Huh? But I thought social and military production was separate? Its not?
Not sure exactly? In one of the earlier game versions of Galciv3 i did frequently have custom ship designs vanish..... i think only after saving and reloading tho? So i would design a ship, it shows up in the list, i save the game, go to bed, next day reload, go to try to build that ship, its gone!!?? Never happens if i have built at least one of them tho.... oh but ones under construction don't stop the design vanishing, and then if i have the repeat construction on, it keeps bui
[quote who="zuPloed" reply="60" id="3643721"] Yes, it fails to take this into account, when displaying the expected finishing time of a ship/improvement. You can make it visible if you have an empty queue and hover the mouse over the empty production queue. If there is a stockpile, A tip will pop up. You can slo just try it out yourslef, build a world up to have 60 manufacturing, build a couple of 3 manufacturing improvements and then an expensive one (e.g promethion reserve). It will be
I can understand his problems with the game, but some good advice in this thread. What i will also add is that yes, it does get hard to maintain the fleets you want. I will always get to a point in my games where i have no choice but to sell a whole bunch of older ships to the AI so i can afford my newer fleets coming off the production line. Another strategy i use is to build 'blank' hulled ships that i send to remote locations that are l
[quote who="Horemvore" reply="58" id="3643715"] Quoting Mystikmind, reply 57 I did not know any production is carried over?? I have not seen any evidence of this? It does. [/quote] Hmmm, does the advised number of turns for production fail to take this excess produc
[quote who="Horemvore" reply="9" id="3643716"] Pirates and the AI....they are like Supermans Kryptonite to the AI, is absurd the way they avoid them. [/quote] That's a pretty good exploit then. You can swarm the universe with pirates and all you have to do is pass the last movement turn on every ship without sensors and you will never get ambushed. But you know what will happen? They will up the speed of pirate
[quote who="Horemvore" reply="55" id="3643700"] 6 Actualy, Standard, Ideology perks can boost this, alot. EDIT: Military Subsidies is your best friend btw, in regards to producing ships quickly that a shipyard would normaly take an age to build. For example, currently I have a shipyard that takes 24 turns to build a colony ship, I switched 1 of the 3 planets sponsering to Military Subsidies and they get produced every 3 turns now. Switch 2 and its eve
[quote who="zuPloed" reply="7" id="3643708"] Did you clear out pirates before sending your colonizer? If there are pirates, the AI won't send colony ship near these worlds, even if the colony ships can outrun the pirates easily. [/quote] No i did not clear pirates. I did not know the AI wont send colony ships near pirates? But then the player can set pirate bases to abundant and gain an advantage that way?
[quote who="Larsenex" reply="1" id="3643678"] Ground invasions and the 'mini game' we had with it went away temporarily. It will return with the expand-alone that will arrive next year in Spring. At least that was what we here have been told by Stardock. Rest assured we will get the invasions ba
[quote who="admiralWillyWilber" reply="53" id="3643651"] If I understand the question right without an ideology perk you have shipyard decay after five tiles so it is important to move your shipyard to cover as many planets you are sponsoring as possible including your highest manufacturing planet is a primary concern. What this means if you switch shipyards with your manufacturing capital you lose manufacturing because of distance decay. This should be a concern in both positionin
[quote who="admiralWillyWilber" reply="2" id="3643664"] From reading posts on AI strategies it stops colonising after a limited number of turns. Something like 30 this needs to scale by map size [/quote] Well that seems about rite, the AI seems to stop colonizing around that time. but then i am talking about turns over 100 or even 200! There are some planets clearly ignored by the AI for a huge amount of time, and eventually i send a col