Alstein

Alstein

Joined Last seen Member # 1291264
15 Posts 1,493 Replies 2,396 Reputation

AI's who are allied should gang up spywise on a powerful player. Not as a cheat, but as a legitimate cooperative tactic. Players should be able to ask an allied AI to spy on another race as well. As for the techs, the AI should be very aggressive on tech trading, and even offer a new tech to a player if relations/distance make it feasible- if the player offers enough. If most players will sell the farm for a tech and make it back trading to others, why not have the AI do that?

21 Replies 49,797 Views

Well, a few things I don't mind scripting on- namely if it keeps the AI from doing stupid that a human would never do- like building a starport on a manufacturing bonus tile...

28 Replies 31,122 Views

Honestly, I viewed the Metaverse as a dumb concept. I'd rather the resources have been spent on things that are enjoyable. You can't really compare two games, and all it rewards is min-maxing, and it is part of the reason the game hasn't really been modded. I actually think GC2 would be better off without it. Of course, I'll admit to being pro-MP as an option instead, but I'm willing to wait for it.

27 Replies 13,651 Views

I couldn't stand it anymore due to the crap AI, and the fact none of my friends play MP anymore. Only thing most of us would ever play MP with each other again is this... and even then it would be rare to be honest. Seriously though, crap AI has done a lot of ruin my love of gaming- thankfully GC2's AI is acceptable, though it does need to be more aggressive. The big problem is the AI War/Peace equibilireum. I honestly think AI's should be more willing to give up a weak p

21 Replies 18,174 Views

The problem with mass drivers is early mid-game, attack power is so low that other civs can just use shields and defend against any mass driver attack adequately... Maybe mass drivers should get an offense bonus vs non-optimal armor beyond the square rooting?

9 Replies 8,999 Views

Second exploit regarding invasion and spies caught today NOt to mention the long term pop damage from going from 12 to 6 mil pop in a turn

9 Replies 5,731 Views

The exploit is you set the spy right before you invade, as in immediately Solution: spies don't go into affect until 1 turn after they've been placed, giving the AI a chance to counterspy them out.

9 Replies 2,904 Views

We need an option to spy on someone, without hurting them. Perhaps placing a spy on an initial colony or empire capital would do that, with maybe a side effect of a chance of gaining techs when they are researched? AI's should gang spy the strongest player though- or the one with the best econ.

7 Replies 4,955 Views

One other idea. WHy not allow people to make their own starbase modules, like the ship designer. Give a module say 50 space, and you can chuck as much weapons or armor on it as you can afford. Would be more expensive then what you have now, but much stronger. Miniaturization helps. If you want nano rippers on a SB, it will cost you. Half what it would on a ship, but it still costs. You'd also have to port the module there on a cargo hull. Option 2: <

14 Replies 7,469 Views

The general consensus is that they may release a MP-only expansion when Society's internet MP framework is up sometime next year.

11 Replies 5,890 Views

The big thing is turn off the supers- makes the game a lot more logical/balanced. I've had a lot more fun that way. Problem with surrending is a player who can stomp another race and has the attention to it- usually doesn't accept surrenders. AIs who are outmatched should take a planet, then offer it back in exchange for tech/money if they're still outmatched after taking a planet.

14 Replies 4,924 Views