gallagher118

gallagher118

Joined Member # 2154304
0 Posts 9 Replies 7,100 Reputation

Acutally it attacks the strongest link... That's why transports can hide amonst other fleets for safety. You probably had a starbase that was more powerfull than the fleet. Try not adding any offense/defense next time, only assist modules. I always use small obsolete fleets for this duty, and never bother giving my starbases any teeth. (pain to micromanage anyway)

9 Replies 5,074 Views

Using rally points right now is very tedious and slow on larger maps. Sending all your constructors to one starbase is very in-efficient and slow. Granted it simplifies things, but if you want it done right, you still need to micro-manage each constructor, check each starbaase (is this one done), etc. Further the current gov system won't let you say "all starports building constructors, send them here". You have to manually pick them out one by one and say goto constructors. O

21 Replies 9,963 Views

Actually with all the bonuses the AI has at high levels, it should build lots of factories/research centers since it should be racking in lots of money. I find having too strong an economy annoying and try to increase my production capacity to spend the money efficently. (other than using dough to massively update every ship i have ) Embassies at least are cheap, sometimes I fill out a lar

36 Replies 20,957 Views

They need to revise the waypoints system. They should have a tree of different choices. Ie one branch for all your planets, one branch for all eco starbases, another for mining starbases etc. Further there should be some info there in telling you how many of each module type can be added. (i personally don't bother adding military defenses) Just telling open modules is silly. If you are installing all the defensive modules I think you're a fool. Any decent fleet will wipe out y

21 Replies 9,963 Views

I can't imagine playing sort or game at all on line. Lets see : 1) Time to play a game. (Get same players there for the whole time) 2) Can't imagine waiting for humans to do their turns. (don't see simultaneous solution) I have Civ4 and I never even considered playing on-line, it's not appealing for the same reasons. Now battlefield or counter-strike hell ya. Fire it up, play for 30 minutes, jump from server to server whatever. I think the better way

616 Replies 3,186,493 Views

Paying to go one way vs what you've done is just silly. They really should change it. A much better way of doing it is your society wouldn't be happy if you broke away from your roots. Further I don't think you should be able to go from totally evil to good. Of well. Even better would just remove the choice... I personally enjoy taking a few evil choices and then making up for it to either go neutral or good.

15 Replies 9,827 Views

i've seen the ai pass up a 15 for a 9. (or similar many times) I don't think it's too descrimanant yet on what planets to take. (i'm talking no challangers for said pq9 or 15, and only like 1 turn further away. It also doesn't seem to care about taking a 4 in the middle of your turf. This is something i hope they clean up. Stategically it would be neat to see the Yor and Thalains try to take decent planets all over the place and pass up mediocore since they have good anti-influe

9 Replies 7,394 Views

I actually enjoy the smaller maps, medium esp. Once you get pretty good at colonization, the larger universes tend to get too easy. (especially if you switch to grabbing up the resources at the right time) The AI seems more optimized to smaller maps, but i'm sure this will improve.

9 Replies 11,617 Views

I actually enjoy the smaller maps, medium esp. Once you get pretty good at colonization, the larger universes tend to get too easy. (especially if you switch to grabbing up the resources at the right time) The AI seems more optimized to smaller maps, but i'm sure this will improve.

9 Replies 11,617 Views

Grow up. Diplomacy for me is about 1% of the game. I understand many of you constantly tech trade and try to work over the AIs. Good for you. To be honest if they redo it, i'd perfer the opposite of what you're saying. Have you ever bought a car from a dealership ? Did you pay what they wanted ? The interface should be, make an offer, they adjust it, etc. AND if you're way off, they don't like you and won't deal with you. Of course with this they should also gi

5 Replies 6,179 Views

Come on. Anyone ever study history ? Treaties are just pieces of paper. If you capitualed a bunch of crap to get peace, and now they're attacking again shame on you. The reverse, oh well. The AI's afterwards shouldn't trust you anymore. Not being able to attack for X turns is bull****. There could be fallout, like the rest of the CIvs stop trading with you, and don't trust you if you redeclare war.

14 Replies 14,590 Views

Influence starbases should have double edge. They're there for the aliens to amuse themselves, and fall in line, but in yet they give no bonuses to the alien worlds. In the real world culural influence exertion generally brings wealth/ consumerism. It would be much more interesting if the starbases helped morale and gave an economy boost to ALL the worlds in the influence. That way you may not mind so much getting influenced, as long a

9 Replies 7,700 Views

What I do is add 4-5 things into the queue at a time, and when they finish I revisit the planet and add 2-3 ect depending on current conditions. This way you can feedback how things are working out and keep adjusting, without too much micro-manaagement. Don't get too caught up with what worked last game. The game is a lot more fun if you adjust depending on your abilities, situation, resources, and race. I personally like goo

15 Replies 10,853 Views

I thought it was to make a surrendering AI more likely to go to you. I don't think it has anything to do with influence or economy.

13 Replies 8,556 Views

The new beta has this problem . I even had the opposite, a got a planet off the AI which didn't have a starport, and I couldn't build one either. It was really annoying as it had awesome production bonuses, including a pro capitol, but couldn't build ships....

5 Replies 6,588 Views

I find replacing lost ships too much of a pain. Once I build a few good fleets of large hull ships, that pretty much is it for the AIs. I generally don't lose very many of them. Also managing many production worlds for small fighters is a pain. Perhaps the maintenace costs per ship need to be higher to straighten this out. Find that in GC2 maintenance cost is never a factor as compared to GC1

24 Replies 20,007 Views

Something should be done here. Now that you can see auto-pilot tracks, espionage is very good. 1) You should have to at least maintain a spending level to keep new data coming in. 2) There should be counter intel, which would a) make ship data/ autopilots unavailable b) make stealing techs more difficult c) data on race etc unreliable Although you'd really need some measue of how good yo

5 Replies 4,782 Views

The only important point i see here are the governors. They better be working to improve them. The anomolies are just a nice touch on the game that would be nice if they were more complex/ diverse. (the worm hole is more of an inconvience as it is)

11 Replies 11,273 Views

Missles just don't really fit the new module of ship design. Although maybe you could research a warhead tech, and then add it to any hull you wanted, and it would be a 1 shot deal, with a lot of power. (more warheads for more power....)

19 Replies 13,440 Views