onomastikon

onomastikon

Joined Member # 2396263
40 Posts 333 Replies 21,324 Reputation

Yes, but even if it were a MAJOR balance issue, then Advanced Farming should be REMOVED. (Not that I think it would be a major issue, but hey.) I think this really ought to be addressed, especially since it cannot be a terribly difficult bug to squash. EDIT: and I think, btw., that Intensive Farming is also unintentionally cheap. 72bc is just silly. Perhaps they meant 720 bc??

15 Replies 4,911 Views

Neutrality Learning Centers are far too good; once you research this relatively cheap tech, there is no point in ever having to invest anything in any of the "research" techs ever, since this beats all of them hands down. Shouldn't this yield good, even quite decent research facilities, but not the very best?

2 Replies 2,316 Views

The only thing I "dislike" is the way the ships sort of float around like they are in a bathtub. Otherwise, I think it is well done. I would like to see the little fighters go on swooping tracks; the cruisers could still do their bathtub schtick for all I care. My suggestions would include: - further diversification of weapons, such as adding "to-hit" chances: beams would do less damage but be most accurate, yet hard to defend against; missil

13 Replies 8,831 Views

Just a small update here -- all nice. I still notice, however, that the tactical AI still is often at fault when it comes to starbases -- I still see the AI sending fleet after inadequate fleet to suicide itself on my starbases. Starbase defense is simply too cheap, and the AI cannot take mine out, it seems, no matter what it does.

45 Replies 140,075 Views

My population is capped on Mars (my second human planet I control since the start of the game) at 2600, despite producing 5 mt/wk. My approval has been at 83% for some time, is now at 100% for the past few turns, and the population still will not grow. What could be the reason for this? thank you

6 Replies 3,401 Views

This all looks exceptionally promising. Well written, well done -- thank you! From an idiot's point of view (someone who knows nothing about programming), it seems like the main burden of work will be to correctly distribute enough subtly different flags at the appropriate time (such as: X has declared on Y, X has conquered Y, X is building up to finish Y off) and to get these flags to be interpreted so that subtly different scripts may be enacted

45 Replies 140,075 Views

I think the OP's point is one that almost all of us have noticed: When invading a planet, using even traditional warfare methods will CONSISTENTLY give me huge advantages I shouldnt be having, playing with races that have no "luck" bonus. I CONSISTENTLY notice that despite inferior soldiering skills, my "advantage" factor in the actual battle is many times higher than those of my opponents, no matter which race these may be. This doesnt seem to be a fl

19 Replies 8,598 Views

Just so you know -- I took part in this poll and must have greatly MISunderstood it. I voted for "other", but I did not see until later that "stardock" was somehow involved with that. If others, like myself, were somehow confused or mislead, your readings may be askew. Sorry to have to say this, but I'm afraid it may be the case.

75 Replies 39,026 Views

Thanks for answering! But some of the questions, Alien Duck, which you posed were discussed in the thread I linked to above. Surely "-militaristic" cannot involve military strength, since this is a separate predicate, e.g. "++our military strength". We need to know to whom this predicate applies (e.g. is "-militaristic" applied to them, to us, or to both only under certain (which?) circumstances), and why (that is, how can you gain this pred

11 Replies 6,903 Views

In this ongoing thread here, Link , there seems to be no-one who can actually say what this predicate is. The context is the "reports" tab of the foreign relations screen, where a nation's relations to others is determined. Please, if possible, take a look at the arguments and data listed in that thread and tell me what in the world the "-militaristic" predicate means.

11 Replies 6,903 Views

No, I think that is incorrect. As I stated in my original post: EITHER influence starbases have a range of effect (8 squares, currently), OR they do not and hence act globally. Only under the last condition could what you mean, Chorminium, make sense, but that is currently not how these starbases work.

6 Replies 4,191 Views

Very helpful would be a "Wonder Screen" (to use a CivIII terminus) on which we can see what Achievements and Trade Goods we have already built, and also which ones other civilizations have already built. (It is VERY hard to remember who already built what with those tiny messages that pop up.) I find it hard to keep track of what Galactic Achievement is where and doing what. Thank you!

894 Replies 390,907 Views

It seems odd that influence starbases produce influence where there are no people, such when their influence radius includes only empty space or uninhabitable planets. Sure, we are producing lots of music, propaganda, and neat clothes -- but there is simply no one there to consume it. Either influence starbases act globally (and hence there is no reason for them having an 8-hex radius) or they are really odd. (In addition to being way too po

6 Replies 4,191 Views

The information I get regarding building time for both ships and projects is often different in the f2 screen and on the planet view. Which of these two displays tends to be more accurate? Also, the time it takes to research a tech seems to vary at times from that displayed in the bottom-left corner of the galactic view screen. (And sometimes hitting "turn" will not progress it for 2 turns, then suddenly it will jump ahead.) Is there a more

0 Replies 1,191 Views

Just want to clarify my previous post here: In other words, I think that the AI has a fairly decent strategic AI, but a very suboptimal tactical one at the moment. After updating the strategic algorithm S I tried to mention above, the tactical AI would need to be updated slightly too to reflect the situations it would still need to integrate to implement suicide runs, too, but I think that it needs a general overhaul in any case.

51 Replies 27,200 Views

Sorry, yes, you are right, I misread Brad to have indicated attack assist helping that type only, not attack and defense. Sorry. All good stuff here. Still, I am afraid an "evaluation algorithm" for determining what fights are tactically winnable is in order (call it: Algorithm T), and a strategic algorithm upon which the tactical one superviens (call it: Algorithm S), that is: Sometimes, some fights which, from a tactical perspective (algor

51 Replies 27,200 Views

That's an interesting suggestion and I'd like to hear what other thigns: Attack and defense Assist only do the assisting if you have that particular type of weapon. I.e. Iit won't add missiles to a sihp that doesn't have missile. It won't add shields to a ship that doesn't have shields. <br/

51 Replies 27,200 Views