LintMan

LintMan

Joined Member # 2356317
1 Posts 13 Replies 10,690 Reputation

Let me steal my post from this other thread ( Link ): Yes, the planet and colony management UI definitely could use some improvement. It's not bad if you have only a few planets to manage, but in a game like my current one, in a huge galaxy where I have nearly 200+ planets to attend, it really needs some improvements. Some improvements I'd love to see: - On the colony management screen, *please* reme

10 Replies 8,059 Views

Yes, the planet and colony management UI definitely could use some improvement. It's not bad if you have only a few planets to manage, but in a game like my current one, in a huge galaxy where I have nearly 200+ planets to attend, it really needs some improvements. Some improvements I'd love to see: - On the colony management screen, *please* remember the currently selected planet and the position of the scroll bar and restore them when the screen is exited and then re-entered.

6 Replies 5,901 Views

My guess is it returns your ships to your nearest planet. Try it out and report back here Nope. Nor does it retreat them from combat. My latest suspiciion is that it makes exploring ships stay out of other races territory or away from enemy ships or something, but I haven't tested it yet.

3 Replies 2,300 Views

They only time I ran into excessive use of embassys was on a minor race world that had been under the shadow of my empire for years. I didn't bother to invade it because of a large population and high approval, so Info warfare tactics would have been useless, and I didn't want to damage the lvl 15 planet. Eventually it ran out of food and the approval dropped to under 50%,

36 Replies 21,222 Views

It's tempting to treat the influence boundaries as borders, but the game doesn't really treat them as such. The AI will gladly colonize an open planet even in your home system, if you don't get to it first. (The Thalans colonized Mars on me once when I ignored it in favor of colonizing better quality worlds elsewhere in one of my first games) So on the plus side, that means 1) you can colonize planets in their sphere without provoking them 2) The planets they colonize in

19 Replies 7,184 Views

In my current game, I accidentally overspent while instant buying some NLCs and ended up at -2000. It's late game and I'm way ahead, so I thought rather than selling tech or ships to get out of debt, maybe it'd be fun to try to mooch or bully the amount out of the other races (relations with them varying between neutral and friendly). So I pick a minor race, the Carinoids, and start requesting some bc's as a handout. The trade dialog is green, so I run the number up to just before i

0 Replies 1,629 Views

Wow, a lot of interesting comments. BigAlSchool, I think you're right that if the AI was able to understand and prioritize its needs and weight the costs of trading vs researching, it would help things a lot. That's probably not a trivial undertaking, though. I do want to point out, though, that I actually enjoy the whole tech/diplomacy part of the game and my post was mainly intended to explore its behavior rather than gripe about it (though I did certainly point out some issues I

21 Replies 14,085 Views

Just a quick question...Almost no one mentioned Research Buildings, why is that? Are they just mediocre or is there something wrong with them? I tend to build about 2 on a PQ 12 planet. I'll dedicate some of the PQ5 planets to pure research also. A bunch of people mentioned a research building - the Neutrality Learning Center (aka "Museum of Pa

42 Replies 21,032 Views

Larger maps I think are easier to player for the human player. Because you have more space to develop slowly, consolidate and put your plan into play. In one of Frogboy's journals, he remarked that the AI did better when it had more planets to work with (so he was stressing the AI by playing a smaller map with few planets). So I'd presume that

42 Replies 21,032 Views

In my current game, playing a huge galaxy map with a custom race with a high morale bonus, and having gotten all the morale techs and trade goods, I've been running taxes at 80% with 100% approval everywhere (using 1-2 VRC's at most), until my planets started crossing over the 20bil pop line, at which point, approval plummeted even as I cranked out more and more VRC's replacing my stock markets (I didn't want to lower taxes for the other 170+ (!) planets just to appease the few ultra-high-pop on

13 Replies 6,288 Views

Some thoughts/comments I have about the trade screen. - What an AI is willing to pay for a tech you're selling seems to vary not just with the tech itself and your/their diplomacy levels, but also I suspect with the amount of cash the AI has available, and possibly some race-specific preferences. So the AI might be willing to pay 300bc for some juicy tech if it has lots of cash, but often it seems that it caps what it's willing to spend on any particular tech deal to mayb

21 Replies 14,085 Views

The slider seems to be a fixed percentage of your income per click. So early game, you need to go up several clicks just to get the minimum 1bc, while late game, the first slider click might correspond to 75bc. There's also no way to set an amount other than at the slider click-stop points, so if that first stop is, say, 40bc, your only choice is to pay the full 40, or have no espionage at all.

3 Replies 3,737 Views

Quitch: 1 - GC2's econ model was a bit counter-intuitive for me also based on what I'm used to in other 4x-type games. It's not a bad model; it just took me a bit to grok it even after reading the manual and the tutorials. Probably a more detailed tutorial or manual would have helped here. 2 - I'm a campaign-mode kinda guy; in many games I play through the campaigns and I'm done with the game, never even bothering with sandbox/skirmish modes. But I sort of got bored by the end

62 Replies 25,060 Views

The AI would do well to factor in other considerations besides military might when deciding who would be "easy pickins". I'd call it something like a "War machine" rating. It would rate not what your current military status is, but how easily you could ramp up and become a juggernaut. Tha main factors: - Current civ-wide production capacity (how fast can you crank out new fleets) - Current ship-related technology levels - weaps, defs, hull size, logistics, minia

12 Replies 6,840 Views

I think Warp V is *faster* that Warp IV (and cheaper too, according to wikipedia), so it's pretty reasonable that it's a little bigger, definitely well worth it. Hyperwarp III is also faster/bigger than II. Impulse III is smaller than II, but costs more.

4 Replies 4,267 Views

It is not a bug, it is designed to be this way. Not just your production stops, but everyone else as well. So it is fair. Do you have any quotes for the devs saying it's an intended feature and why? As far as I've seen, they've been completely mum on the topic. Why in the world would they want it to work this way? I've seen som

6 Replies 13,296 Views

In my beta 4B "tough" difficulty game, I'm playing neutral Terrans, 2nd largest map size (huge?). My main borders are with the Arceans and Altarians. On the Arcean border, I started building embassies on my planets when he started colonizing worlds inside my borders and have flipped 5-6 so far and 4-5 more on the edge. On the Altarian border, I've done the same and have flipped 2-3 so far with 2-3 more on the edge. Altarian relations have gone from warm to neutral (despit

15 Replies 7,021 Views

Most likely the name "cruiser" was already in use - I've had similar CTD's after designing a ship and then picking some common-type name. I had thought Stardock fixed that in a earlier patch, but it just bit me as recently as beta 4A.

4 Replies 4,099 Views

It's not just you. People have been reporting this bug since the day of release, so it's old news. It's also not just a bonus movement issue: when you end the turn, no production or research is done for that turn (not even for the AI's), either. This can be a big problem if you were expecting, say, a defense ship rush-built to be done right before en enemy transport arrives, except now it won't. Some people here have claimed t

5 Replies 7,502 Views

Thanks Draginol for putting the single player experience first! Way way too many games treat SP as a "training ground for multiplayer", with very little interest in providing a good gameplay experience. Even many reviewers ignore the SP aspect of games and focus on MP. Most recently, I spotted this thread on the upcoming Dominions 3, where a player asks if the SP AI will be improved. <a href="http://www.shrapnelcommunity.com/threads/s

91 Replies 139,387 Views

What's really annoying is when this happens and it's a Starport, the starport stays but cannot be used nor demolished sometimes. Aggrivating Starports are flagged as indesctructable in beta 4B, so that shouldn't happen anymore. Perhaps that's even the reason it was done, because it's otherwise an a

14 Replies 9,283 Views