Alstein

Alstein

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

I like the only allowing trade of techs that were researched by the race idea as well. Unsure about the realism of it. Perhaps a lag on when you can trade it based on the number of turns it would take you to research it from scratch.

21 Replies 20,515 Views

At normal, the AI trades less. It's at Bright where it becomes a problem. There needs to be an intelligence level between Normal and Bright. I still would like to see the Devs try my solution to it. Have the AI value THEIR techs that are unique a LOT more then techs that are owned by more species. Perhaps put a multiplier on "tech value" based on # of civs that don't have it. The AI would still be able to trade said techs, bu

21 Replies 20,515 Views

There's also a second option. Make a super transport with 4 or 5 advanced troop modules in the ship editor. They are more expensive, but if I don't go heavily for logistics, I prefer that. I usually have one planet designed for farming/some manufacturing as my transport producing planet if I have a decent sized empire. Usually I need it as I skimp on the soldiering tech unless I can get my hands on mini-soldiers.

18 Replies 19,962 Views

2 Questions: 1) Is the social production bug something that is going to be fixed in this version? That's probably the most game-altering bug right now for the way I play. 2) Is the Tech trading part of the AI going to be tweaked any? This seems to be the biggest complaint about the game so far that's gameplay-related. As for marketing- I'd say this. Frequent patching won't hurt the new customer at all, the

74 Replies 47,346 Views

I think the agreement is the amount of tech trading that goes on in the game is too high right now. That's why I was thinking the value AI puts on tech should be increased, and the random tech trades should not be so generous.

47 Replies 38,750 Views

Hmm, I think part of the problem is the AI undervalues tech significantly. Perhaps if the AI thought tech cost a lot more, especially techs that take it time to research, and techs that they alone have, maybe that would slow the trend down some. If an AI is behind technologically it should solve the problem via trading for the common techs, and trying to whittle down the above tech player/AI, with an alliance against the player/AI. Tech advancement

47 Replies 38,750 Views

Buying things is inefficient compared to building things. You can make more money, but if the other guy can produce ships faster then you can buy- you could be in for some trouble. Also, note the economy buildings provide a lower % bonus, then the other types of buildings. You need to have a good mix of both. Usually, for me, what works is to have a couple of worlds dedicated to manufacturing, a couple of research, and the rest churning

20 Replies 37,539 Views

building the capital increases your max capacity- you still have to spend to make the capacity. You have to build your economy and your manufacturing simultaneously. Inceasing your manufacturing means you can make stuff faster, not that you can make more stuff for the same price. The increase in manufacturing is useful if you're trying to build Wonders/ships.

20 Replies 37,539 Views

With M:tG, I thought it was to make sure the suckers kept buying cards... Then again, CCG's have a higher profit margin then making chess/go sets. As for GC2, the first thing I'd want to see is the bugs ironed out, which will happen. In fact, part of the reason the game seems buggy now is because of the popularity of it- the more people playing, the quicker bugs will be discovered. I guess it just means more OT for Stardock (

15 Replies 20,448 Views

I noticed the change at bright difficulty level. Yes, it is annoying, but all strat games do this. Perhaps AI's should be less willing to trade unequally with each other- or tech trading should mostly occur with races that are behind in the tech tree. The other way is annoying, and I'd probably rate this behavior as the most annoying thing about the AI right now.

54 Replies 38,066 Views

Some ideas 1) If you click on a ship/fleet, then click on the radar, the game should remember that you're trying to move your fleet. 2) Have a map setting for locating resources on the radar, and make them more visible. I miss many resources that way 3) Perhaps a shipyard option that takes the components on your ship currently, and updates them to the latest version automatically?

894 Replies 391,147 Views

A Star Trek mod would be fairly easy to do as well Just replace the alien races with equivalents. I just wish there were Ferengi ship designs out there...

10 Replies 22,247 Views

Perhaps bring destabilization back to cover all three possibilities? ALso add in a counter-espionage slider to reduce effects of espionage, and to increase odds of destabilization attemps failing. Destabilization events should be random events, with a chance for success, with four outcomes Operation successful/unsuccessful, and Blamed on you/not blamed on you.

4 Replies 9,115 Views

Well, I played in windowed mode, which seems to be more stable today. My fans do go full blast, and my RAM hits up to 50C, my processor (1.86 pentium M) up to 55-60C with a standard $40 commerical heatsink on my laptop. I'm thinking most of the overheating problems are due to a combination of GC2 plus other factors, not just GC2. That's a little bothersome, but I don't think it's a problem. I've never gotten a good quote on what temps wil

23 Replies 29,740 Views

I want to hand this copy a copy of a Paradox or EA version 1.00 game just to show him what really buggy means... This release wasn't as smooth as Civ IV's, but it was reasonably bug free, and most of the bugs are performance not gameplay bugs, which can be worked around. Just curious when the patch is coming out today now, it's 4pm, and Stardock usually gets out on time. ^_^

38 Replies 17,474 Views