The grammer police are getting a bit tiresome because they tend to disrupt what could be a good thread. I would wager they'll be reading every post on this thread carefully since it's on that topic...
gallagher118
Plain DL btw, newest version, playing at obscene.
In my current game, I was lining up to attack the thalians. They had 2 military resources, and both of which I parked a stack of constructors and battleships next too. Meanwhile I was manuveuring the rest of my ships to prepare for war and I noticed that one of the starbases was suddenly vacant. I looked to see if someone had destroyed it, and no-one was at war with them. I haven't got the pirate event, nor have I seen any. So what happened to the starbase ? I've seen this
If you look at all the possibilities the AI has to deal with. A ship that has a move of 8 has 256 possible places it could be next turn. Whereas a 50 move ship would have 10,000 possible places it could go. That creates a huge problem for the AI to try to counter. So, even shortening the foresight of the AI couldn't compensate for the sheer number of possibilities
2) The planetary improvement stuff is re-done for Dark Avatar. Which means it'll have its own set of bugs and problems but so far it seems to be quite a bit better. But the underlying..system for planetary improvements (i.e. th einterface I work with) is not something I'm very familiar with and has given me no end of grief. Thanks for the answers
It could be done by changing the distribution of damage which would fit into the game nicely. It wouldn't be quite a +X to damage, but on average it would amount to that. (so you could still roll zeros, and at most do your top damage, but on average do a little more than 1/2 depending on your sensor level.)
Jasamcarl. Just go away. You haven't said anything of value. n0v4k4n3, I get what you're saying. Don't get me wrong this AI handles things very well. Especially all the different starting conditions, tech mods, ect that you can throw at it. I have immense respect for what Brad has accomplished. I personally don't see how some of the highly non-linear aspects of this game can effectively be weighted though. Some things probably just need to be scripted. (like building a st
Whatever. Without addressing such basic issues, you could have 10 super computers running and it wouldn't matter. That was my point. I never said maximize, or peak efficency. I have a very old computer, and the game still runs hella fast so I don't buy the "hardware limitations" crap. If that's really true, i'd rather they took 30 seconds on the end of turn to do thier thing. The reality is that the planetary management for the AI is a mess. You still regularly see planet
Thats nice and all. But the reality is that the AI in GC2 isn't really doing a lot of the basic things that I would expect it to. Things that in my opinion don't take a super computer to figure out. 1) planetary management. There doesn't seem to be any solid feedback mechanisms or control of what is being built on planets. Often the AI sits and struggles to build anything since it doesn't decide to quick build a factory. (or manage the build queue what-so-ever) (like building PQ bonu
It's probably not too bad a strategy, so long as you're planning on leveraging your production to build your colony ships as apposed to buying them. I would personally advocate building a few factories first. And I'd only say this for larger galaxies. For me, I use production bonuses so it isn't as important. Another thing to remember is that it may be worthwhile using the long payment plan. I think the AI still tends to quick buy a few colony ships, which is good on smaller
Nope. I wish that when you clicked on a tech a few down on the tree, that it would try to research to there. It's amusing how often I go to research defense, and want shields or point defense, but end up getting the first 3 or 4 armor tecs all in that one turn. The only way around it is to tinker with the research slider so you don't waste money researching something you don't need. I've often wondered if this causes the AI to pick lasers more often. (if you over research
I've used a simpler version of this strategy, but for me it comes down to how good your 1st colonization is close to your homeworld. I used to forget sometimes to reland my 1st colony ship and fill it to 500k, and then upon taking a planet with it find an awesome planet for production. This causes a problem, because that planet doesn't have the population to support cranking out colony ships. So what I'd do is ship about 300-400k at a time from my homeworld over, and then se
Mumble you completely missed the point of his post, which was building top of the line ships shouldn't be so easy. The game gets retarded when you need to buy ships every turn to avoid this penalty. Actually you should break this into two pieces. Build the hull then upgrade to the dreadnought. This reduces total cost down to 35K or even less. </tr
Scrap the cap. That's one player limitations that makes absolutely no sense. Is it a programming issue? No. I think it's just another left-over from GC1. In GC1 the cap made a little more sense since you couldn't build an uber economy. Anyway I agree the cap is out of whack. It should at least scale to galaxy size, or planets. Or mak
Um. There is an order to the turn. Usually you get your moves ahead of the AIs, or at least it seems this way. As far a planetary stuff, it's not as clear.
I don't get it, this guy's post isn't that bad. I don't have the game, but he isn't really ranting and it's overall a reasoned post. I tend to agree with him. The software business is pretty much full of this tactic (good or bad), and I don't care for it. GC2 had some of this in the initial release, but it was still a very good game. The only real thing to do is ignore the hype, and don't buy stuff right when it comes out. If enough folks did that, maybe the game software
defense in this game needs an advantage Absolutely true. Right now there's basically no viable defensive strategies other than military starbases. (which are fairly expensive, limited in scope, and pratically useless on larger maps) I'd love to see mil starbases made viable through to mid-game, and even still usefull at the late game.
I still say it has nothing to do with CPU. Think of it this way, if you as a player saw the AI building ships at 40+, gathering up to attack someone, what would you do ? You'd immeadiatly attack. Why would you wait for him to attack you ? If his ships are within range of you, who cares what they might be able to do ? You know they could put a hurting on you. The problem would be the game probably wouldn't be much fun. It would be fair, but not fun... (and that's probabl
There's been a lot of crap on this thread. The reality is as I think Mumble pointed out, is that no one can defend against (AI, or player) ships that are moving at 40+. It has nothing to do with CPU usage. At 40+ my strongest 4 or 5 fleets can hit you at a all your weakest points. (especially your resources) You could have the AI take 6 hours to decide on what to do, and the only logical decision for the AI to take would be to build fast ships, and attack 1st. Trying to play defens
Play with your eyes closed !
It's been pretty much laid out that engine size and cost are going to be the main factors to reduce speeds. Agreed, but there's nothing wrong with further discussion here. What I'm afraid of is we end up with a new set of dynamics that are less fun (tedious to be exact on large maps) or that the AI gets even slower. The other problem is that i
You can easily get by with 1G of memory, especially maps under gigantic/large. I had 512 when I got the game, and between GC and Oblivion I went to 1GB. It was a huge improvement. Updating your drivers may help. Until you get at least a gig, I'd say just play medium or smaller maps.
Swicord I think you're right on all points there. I personally would like something around 20 to be a more normal speed, but I don't think that's what'll happen. In GC1 a giagantic map took ages and ages just to move your ships to the enemy. (and got very tedious) Another way to go would be to make autopilot faster than moving manually along with the overall reduction in speed. If you broke the auto-pilot path, you'd get a movement penalty. This would allow you to get your sh
Engines have been heavily tweaked and that will no doubt cause some angst (to which I say "if you want to move at 80 moves per turn, just edit the XML file to make engines go as fast as you want). But they feel a lot better (a lot mroe fun) I think. Do you intend on incorparating this into the next plain version of GC2 ?
I guess there should be a style guide on how to properly play GC2. Don't build too many stock exchanges, don't build the mind control center, don't use more than 3 engines, don't tech trade, don't wipe out minors, don't use a weapon no one else is, don't use correct defense, don't use eco-starbases ....... Seriously what else can you put on your troop ships ? 1 advanced troop module is usually good enough, all the rest is engines. The way range works, you generally don't need life su