Who cares ? Don't like it, don't read it. As long it's clear from the title what it is.
gallagher118
1.31. The problem is like conQuesci said. Thought this was a known issue, sorry should have been more clear there. It seems to have broke in 1.2, and for me remains broke in 1.31. (why I thought it should be fixed by now.)
I think it's just for that planet though, but not entirely sure.
Seriously it's getting downright annoying. My subconsious just wants to click it, and leave 90% of ships un-moved... Is this really too much to ask for ? (something that 1.0 had working flawlessly) Do we need to buy DA to get a working turn button ?
Often just building on a bonus tile isn't really the way to go. Sometimes a bonus tile will shape how you develop a planet, other times they just help, and occasionally you don't want to de-focus your planet style to use the bonus. IE big planet with a research tile. 1) solid research planet 2) economy world and just another stock market there. What's bad, is when they have buildings that should be on the bonus tile. IE have a factory on a 300% research, and have
It's our CIA making a mess for him that's got him pissed off. I can't blame him. He's just pointing out the obvious. I love how our press has begun painting him up so that in a few years we'll be able to invade them. (remind you that the people there love him) I'm sure all the idiots will be out waving thier flags and goose-steping all the way.
neither...ever... well ok one time i built an ofm, and it was cool. But only because I had an odd-ball planet deep into enemy turf and couldn't muster an offense. (early in the game) I've never needed planetary defense. Was thinking that if it did apply to soldiering, you could try to build high pop planets with a few and not build much militarily. (of course get as much soldiering bonus as well)
Ya for me the Dregin red is nearly invisible. I generally just count 8 squares off the constructor to give me an idea which works well except if you're got planets on the diagonals. This used to not be such a problem a few versions ago, I'm fairly certain they dimmed it. I just wish it had the same intensity as the constructed starbase.
Part of the problem with addressing this, is that it could be a "fun" killer. IE getting slammed isn't fun... However since we do it, the AI should probably occasionally do it. If done right, it might force players into a more defensive idealogy. If done wrong, every game you'd just want to go on offense to make sure no one suprised you. Personally I think the bigger problem is ship speed. If the AI just moved faster the player would be much less able use 1 or 2 killer fl
What I don't get with this AI is how much better it would be if it just didn't autopilot all the way across to where it wants to go, and not pay attention to what it's passing... I understand that re-evaluating it's course for a fleet could cause it to cycle, and never get anywhere... But if they could address this I doubt many people would be winning over maso. Imagine the AI building fast ships, that retreated in a meaningfull way to stay alive. Imagine if it tried to avoid
One turn spent on xeno research isn't a bad way to start either, but then impulse absolutely... Also note it depends on your starting location. If you're very isolated sometimes speed may not be needed to grab the planets you want. (may want to go for research or economy sooner.)
I think what's really missing is the negative effect taxes generally have on an economy. I'm not saying to turn the game into sim city... But some kind of simple economic model could be used where taxes, morale and growth rates help determine what your tax income is. (I say growth rates, because our current economy only functions on constant growth. A planet with a maxed out population would probably not fair well since business growth would be going somewhere else...)
I personally think the AI would be able to play much better if it just built faster ships. That's why I don't understand the resistance to fixing that in the AI. To me the AI is doing the hardest aspects of the game excellently. I'm beginning to think it's because building faster ships would require the AI to use more and more CPU to decide where they would go with all those moves... (and rather than address that, they just avoid it) It depends on how the slowing is done I gu
Like the idea overall. I wouldn't want it to be too complex/micromanaged though. Right now it's way too easy to grab technology. I'd love to have to put some effort into grabbing up tecs off the conquered. It could also add a good bit of flavor to the game, if they make one civ really good at it. (probably the Dregin...) Would be neat to have some sort of mini-game that at most you'd have about a 50% chance of winning (depending on your stats, based somewhat on luck.), and
Right now it's just too easy to win with 1k troop transports using mini-soldiers. I would like to see a need for some of the other tactics. (info warfare is also good, but the rest suck) For me I'd like to see the following just for the existing game : 1) An AI getting smeared should go research a soldiering tech or two to slow m
No. 2 Each metaverse game has a 'sweet spot', if u finish the game on this spot or as near to it as possible u maximise yr score. Finish earlier or later and yr score will be considerably lower. Yes indeed. I find it quite annoying because i've been missing the early sweet spot, and I don't care to shoot for the second sweet spot suposedl
One big problem with slowing down in others influence area would be that the AI would be even more pathetic attacking you. (or other civs) The problem that needs fixing is the AI doesn't build fast ships, and people do. Three solutions : 1) Program the AI to build fast ships. 2) Change engines somehow. 3) Change movement/attack rules somehow. Adding other fixes will not work. The human will still dominate the slow AI ships.
Noticed with 1.3 (newest), if I invade a planet and they have terraforming type improvements going, upon winning those tiles disappear and can't be terraformed. Also is the bug were you get a planet by influence, and you goto the starport and the game jumps to the next planet you win by influence ever going to be fixed ? Also annoying is when you have a tranport get to a planet on the end-of-turn via autopilot. After winning, you usually can't pick a ship to build. <br/
Everytime I've updated GC2, SDC has said it wanted to reboot and I've done so everytime. I too had wondered why the hell I'd need to reboot for a game. No problems to report.
Anytime you get the restrictions on modules, or forced to imperial government it can help quite a bit. Just vote for the restriction, and if you get it immeadiately leave the UP. The only drawback is the lose of trade, which for me I don't bother with anymore anyway...
I generally agree with you mumble. It's just a shame the AI isn't playing the game in an optimal way for the game. Earlier in the thread Brad had said that taxes were ment to be around 50%, so the AIs are probably setup that way. I would have thought 2 or 3 play testing games would have made them realize their problem. The AI on suicidial should kick our asses, and it probably would if they got the AI to setup a decent economy for it self. (rather than just giving it bonuses, which a
I find defense the way to go as Moosetek said. Large hulls 2/3 defense with lots of engines just don't die once you have a few military resources. (which are easy enough to snatch off the AIs) The AI doesn't use much in the way of defense, so that 1/3 offense is more than enough to kill the enemy while he thrashes against the defenses... The only problem with this is you don't have many ships early on. But since they don't die, you slowly take over the game with them. (esp
We're not seeing this. There are some games where everyone picks similar weapons and there are games where they are all different. It might be a good idea to have one or 2 races that try to be different from everyone else, as that is a good strategy and would help the game. (if this isn't already so) Realize this maybe tricky, since y
Yep the square root of the population of the tax base is the key. Basically high pop planets were not really much or any better than a 15B planet as you've said. All it really takes are stacks of stock exchanges, morale resources, and morale bonuses. All 1.3 did was take away the diversity or option of creating large population worlds.
A cool way to have a different style of gun would be a tech for each that would give you a weapon that's very cheap for its damage but big on size. This would allow you to make use of all the extra space you sometimes have on a ship that you don't want to get too expensive. These could be your "pulsed" weapons, and they'd come somewhere near the end of each branch.