RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
7 Posts 434 Replies 29,808 Reputation

The fact that a random game map is created out of stamps has implications for optimising the AI. I don't mean that the AI should cheat by looking at four tiles of an as-yet uncovered bit of map and saying 'oh this is stamp 239 I should see this and this three tiles away' although that did come to mind. But the optimal ways to move through that stamp and from one stamp onto the next can be determined while the world is being loaded, in much the same way that the light

84 Replies 216,429 Views

It's not really that big of a deal. The sliders mean that you cannot do everything at once - or rather you can, but you do so inefficiently. However, what they do allow you to do is affect the production and research output of your whole empire at one stroke, rather than having to get micro and set the production of individual planets. When you have a large empire with colonies in the double digits this is rather useful. These days I think nothing of jiggling a s

29 Replies 181,393 Views

I'm not denying that there are situations where it's going to be pointless for the AI to resist. But it's also possible to crunch the numbers and come to the realisation that in X turns, it's possible to catch up to the human player. It's not just the current military might that the AI should be tracking, but the rate at which it is changing. A smart AI will take advantage of a marked decrease in military strength or a long period of no change to gradua

84 Replies 216,429 Views

Here's a problem that is common to both GalCiv and Fallen Enchantress. When you build up a superior (or even just a sufficient) military force, the AI stops trying to kick your head in and leaves you alone. This is a mistake. When you have superior strength, the AI should be scheming ways to pull the carpet out from under you despite that military strength. You can't be everywhere at once, after all. If the AI just leaves you to keep building up your

84 Replies 216,429 Views

If you overwrite an existing map (there's an option for that) you need to exit out of the game completely before you can load it. Learned that through much head-scratching and furrowed brows.

5 Replies 33,652 Views

The thing to remember is that a tech's category can have a very strong effect on whether it gets picked next. If the AI is falling behind in military terms you can expect it to keep going for military techs. Some categories should not be used except on those techs that they were intended for. Colonisation, for example, should only be used on techs which open up new extreme planet colonisation techs, that's it.

31 Replies 22,217 Views

[quote who="LD1977" reply="577" id="3300961"]Can't you make AI identify the problem planet and just spam happiness buildings on it? That is what I do when I have bonus food fields, I hate to waste them Then the planet makes lots of money and is great for buying transports.[/quote] Love to be able to do that. Unfortunately the AI uses up its tiles quite quickly, it does not demolish or keep tiles in reserve like we can. So without being able to add new AI code, all we&#

722 Replies 1,791,400 Views

Expert systems have the problem that weighting does not always produce the correct decision. They are quite limited in their capacity to deal with human ingenuity. The advantage humans have is focus. Instead of evaluating all possible options every turn in the hopes of turning up something good, we stick to one approach and then adapt if we run into something bad - for example, I might approach a city I want to capture but then back off if it's too heavily guarded, onl

14 Replies 24,331 Views

It's the auto-upgrade and the food multiplier tile that messes up the AI. Basically the AI will happily research and auto-upgrade all the way to the end of the Xeno Farming line of improvements, regardless of its situation. If it has two or even three farms on a planet, it will upgrade all of them to Advanced Farming at (by default) +7mt a go. If it builds just one farm on a bonus tile, then a massive population cap is similarly the result. This in turn creates

722 Replies 1,791,400 Views

If you caught the running commentary on my latest game you might remember that I said the Arceans were struggling. I haven't revealed the map to find out whether that's because they started in a bad place or whether they've been marginalised by the other nearby races. They are at war with the Yor, who seem to be gobbling up other empires at a frightening pace, so the latter theory may fit better. Hopefully I will get a chance to see if they're able to progr

507 Replies 1,011,170 Views

Now that you mention it, have a look at this: https://forums.galciv2.com/35315 It looks as though the replies are being cut off and/or some tags are not being handled properly. If it's a known issue that isn't going to re-occur then fine, I just noticed it and thought 'that's weird!'

35 Replies 148,057 Views

Current state of the mod: Still playing my Altarian test game. It's going really well actually, someone picked a fight with me and immediately three other races declared war on them. I haven't lost any planets to invasion yet, but I need better ships and more of them if I'm going to fight back. Although the Altarians initially start out with a penalty to their Weapons ability, between a starbase built on red anomaly and beelining to Dark Energy Research I'v

507 Replies 1,011,170 Views

You could make the farms/charging stalks indestructible. Yeah, so it means that you have a population-boosting improvement that your people aren't compatible with and it laughs in the face of immersion, but from a gameplay point of view, what will the AI do? Will it take advantage of this and build more population boosters, or will it use the tiles for something that doesn't cause mass unhappiness? Obviously it would help if the improvement destruction code was b

722 Replies 1,791,400 Views

[quote who="Jafo" reply="25" id="3299422"] And yet you yourself have posted on the last pages of BOTH ...doing your own bit to keep them from dying a death. And... Both are authored by Frogboy so it's a brave lad who'd be willing to cull them.... You CAN be your own worst enemy....[/quote] One of them is a sticky and the other is the top result for a search on 'multiplayer' so even if nobody replies to them for mo

35 Replies 148,057 Views

The limited capabilities of the AI to assess the situation sometimes makes me want to scream. On the other hand, there's only so much that you can glean by looking at those values anyway. Research cost should not even be a factor in consideration when your civ is leading the field in research. Instead the technological disparity between their civ and yours should be more important. If you're ahead, you don't want to give anyone a leg-up unless it helps yo

722 Replies 1,791,400 Views

Yes, resolution matters. I haven't had a chance yet to try running a 1080p TV with my mid-range rig but I guess it would hold up much better based on the performance I've got from a monitor with the same native resolution. Unfortunately I can't just pick up my box and carry it half a mile to find out. :P

18 Replies 94,435 Views

Units on horses have a base movement rate of 4 as opposed to 2. Roads reduce movement costs by a factor of 4 (except in enemy territory) so if your city's influence has only extended minimally, those cavalry units could have come from as far away as ten tiles to attack the city. That could be outside your sight.

4 Replies 9,335 Views