Grifman

Grifman

Joined Member # 211452
0 Posts 1 Replies 5,355 Reputation

It seems very hit and miss. My last game all the AIs were doing what I thought they should be - a couple of them even colonized some planets right out from under me before I could get there :) But some games they don't - it's the other way around. Grifman

8 Replies 192 Views

Ok, I spread my research out all categories. My starships are doing fine in combat, but I am consistently out-teched in ground combat. My tech is always 0 or 1 (can't remember which is the lowest) while my opponents are usually 2 or above. What am I missing here. Also, a suggestion. Rather than random numbers which I can only influence by luck in hitting the spacebar, why not tactical doctrines for offense and defense, which adjust the attack/defense stats. Yeah, luck would be invo

3 Replies 97 Views

Well, duh! Average shouldn't mean they ignore planets close to them. That should be standard practice - race to colonize the planets close to you. I'd expect something like that on Easy, not Average. That's not a helpful suggestion, IMO. I'm trying to make the game better in my eyes. Grifman

8 Replies 192 Views

Yeah, I've played them average and smart on normal difficulty - last game the Torians strangely enough ended up ruling 3/4 of the galaxy, but the other civs seemed stagnated. I was number 2, but the other civs had only 3 or 4 planets each, while I was colonizing planets pretty near some of them. Isn't there a "planet rush" early on as everyone should be seeking to find all the habitable planets ASAP? Grifman :

8 Replies 192 Views

Lucky Jack, I know what "random" means. The problem is, immersion is lost if I get the same random event several times. I mean, how many high tech starships from unknown civs are orbitting worlds in this game? How many planets have sea creatures that scare my people? I can't speak as to whether I need to play more games or not. But I do agree with the other poster - there should be a suppression of multiple events - either suppress it so that nothing happens, or substitute another one for i

5 Replies 122 Views

Ok, when I select universe size, habitable planet frequency, etc. I can click up or down to the maximum or minimum parameters - but that's it. I can't click straight through from the maximum to the minimum - I have to click all the way back down. It would be much better if it were "circular" - the ability to constantly click all the way through continuously through the options. Does this make sense - it is clear what I mean? Grifman

1 Replies 89 Views

Ok, playing with the latest beta version. Colonized several planets, and three times in a row I got the "advanced starship with a small crew orbiting the planet" event. Also in the previous beta I constantly got the "strange sea creatures are upsetting your people" event. Either we need more and different random events or they need to be toned down - if they are too common, they just lose their impact. Hehehe, fyi, I just also figured something cool out. Three times I got the starsh

5 Replies 122 Views

Isn't this pretty old news? I mean I played the demo several months ago. And yes, it looks fantastic - the first game to give me a "Babylon 5" look in a space battle. It is so cool to zoom in and watch your turrets swivel to track their targets. But I swear this was out a while back and is nothing new. Grifman

6 Replies 281 Views

First off, let me say, we can't have too many 4X space empire games - I've bought GalCiv and plan to buy MOO3. Secondly, I think it's cool that the GalCiv guys are fans of MOO and excited about it and publicly talk about it. Too many developers and fans feel the need to trash the competition :( That said the beta testers have been given permission to talk publicly about the game, and the posts they have made have been overwhelmingly positive. Note also that among the beta testers p

45 Replies 890 Views

I like the idea of good acts having long term benefits, while evil ones having short term benefits. That seems to balance things quite well, and seems "realistic" to me. The idea of good karma and bad karma does not seem realistic - good things to happen to bad people, and bad things to happen to good people, though we may wish it were the other way around. Grifman

19 Replies 520 Views

I think the idea is great. You could build all sorts of offensive and defensive specials on the flagship as you noted - it would give a whole different spin to things strategy/tactics wise. And of course it gets rid of the micromanagement to boot. Can't beat two birds with one stone! Grifman

28 Replies 623 Views

I just don't understand the interplay of planet type and morale. People say only colonize 15 or above, but there sure aren't many of those. I was colonizing anything above 10, but morale went to hell, and I couldn't even get any population growth - my graph was going negative. I'd really like to be able to colonize these less desireable planets. One of the fun thing about MOO's tech tree was the tech that enabled you to colonize "bad" worlds. It was always one of the things I race

7 Replies 194 Views

Yes, I agree, there needs to be a "payoff" for being good. Right now every "good" when you discover something on one of your worlds has only bad consequences. It needs to be more nuanced. Example: The water creatures that get everyone upset when you find them in your water. Why not a morale hit (as already exists) when you don't do anything, but some kind of science benefit due to your ability to continue studying these creatures? Or you displease one political party with o

19 Replies 520 Views

Ok, thanks, now I understand a bit more. It would be nice - hint, hint - if it isn't there already, to have a screen show my allocation between the three in total resources, the expense per turn of all projects, research, etc. - that would allow me to adjust things there - rather than perhaps tweaking it planet by planet. Something like: Military 30%, total credits/turn 30 Earth, colony ship, 10 credits, 7 turns Colony y, battleship, 10 credits, 20 turns Colony z, construc

9 Replies 225 Views