You've discovered that all AI's, even GalCiv2, have their limitations. A good commander tries to learn the weaknesses of his/her enemy and expoit it. You have done this in your situation. The AI, being simply a set of programmed instructions for the computer player, is unable to learn and adjust to your tactics in this case. It's possible the AI programmers for this game might come up with a new counter for your strategy, but even if they do, you'll likely find a
DarkMadMax
DA ,1.6C. So well I think I mastered suicidal now. And it is not because i am really good at the game - it just that AI keeps making same stupid mistake it was making at DL release. Yes it got immensely better at designing their worlds, much better at ship design , better at tech trading. Yet AI is still a stupid puppet : Reason number 1: Failure to take advantage of their military strength. He has to be aggressive. And no wiping out my star bases, mines and freighters does no
of the AI factions now understand only one thing: military rating. They will all bully you if your military rating is Umm not true at all. I am practically always ranked last in military rating, yet I am able to use diplomacy ,trade , alignment. In fact only because of those things I am able to evade being bullied (whenever I see some race relation cooling off with me I pay off to my friends to wage war on them).
Hmm up to which difficulty level did you guys try this strat? I found that it is plain impossible to buy most of the stuff from other civs on suicidal. -planets with low pop, worthless techs -yeah all those sure you can buy ( with LOADS of cash) -if you got all diplo tech , good and wonders built Ships ,good tech? -forget it .Even if you are ally and have 150% diplo advantage. Money is not a problem per se if you make it your only and one focus. Problem is that I found that mo
Is it me or Vasari sounds overpowered. that phase gate thing and stealth. If you dont know where they will come from that means you are at very serious disadvantage.
I am finishing large map on suicidal. I practically won ( I did not start clean up process yet, but I have control over 65% of the map and huge production advantage). One thing I noticed with all fact - that by mid -game I started falling behind hopelessly tech wise. I solved it by conquering a few worlds with research centers already built and then cranking research bar up . In about 40 turns I caught up and got all necessary tech to start building competitive combat ships.
I am always behind on those "top XX" list, yet most of the time I win ( maso and suicidal diff) - Do not pay too much attention to them they do not reflect real situation most of the time
If a carefully balanced economy with factories, research centers, and stock markets is outpaced by an all-factory or all-research economy, then I say that's an unintended result and thus should be fixed. I don't see a reason to prevent a one-trick economy, but it should not be more effective than one that follows a more logical course. Lol really? And by "logical" you mean cookie cutter strategy ? - in all games most advanced strategies are alwasy explo
Lol Sova is the core of powerful fleet. - At level 10 they have crazy amount of bombers ,combined with the increased defence perk it makes 2 sovas(plus little bit of support) an invincible fleet .
all fact strategy is an easy way to win. -No cheating with ctrl+n and save/load necessary.
What no feedback? Guess question of cruisers with more weapons is more important lol.
I dont agree adding more guns to carrier. -Carrier defence and offence is its fighters and bombers. Now have fighters to actually defend his fleet instead of attacking gauss turrets far far away would be an improvement BTW I found that the scariest thing in this game is swarm of bombers. -Nothing can withstand 2 dozen squadrons of roaming bombers, and worse -they regenerate as soon as they are killed. - you make a fleet with Sarov and 12+ carriers ,some support (repair ships, com
I think this game has a lot of promise. But methinks with such scale and ambition UI will make or break this games .Concept of massive battles is awesome - but without proper UI it will degrade to tedious micromanagement and "swarm" tactics. Sadly supreme commander could be stated of massive RTS game falling far short in many aspects due to poorly designed UI Anyway things I noted so far: Little things -View rotate button should be remappable -All
-Nice music (but want more of it) -Your fleet entering the system from jump in formation - Epic - battles : bomber swarms planetary bombardment Cap ships special weapons (especially rocket salvo ,radion bomb ,rze planet, gauss gun) -Nice planet animation and details. -Stable
LRM's are HP weak indeed, but the missiles, and its range make up for that weakness. In mass (at least 10 in a fleet) they are very effective vs the 30+ ship psycho pir8 attacks. It almost seems like the LRMS are the counter to the pir8 corsairs. because they mow em down with ease. I found that in fleets 2 types of ships die very fast - Siege frigs and LRMs. So I dont use them. For colony defence I only use hangars and turrets (works most of the
It does but it generally sucks at building fleets. AI fleets are pathetic and having cap ships in there only exacerbates problem ( he loses cap ships for nothing) .
Allied ships show same colors as yours -confusing theres a button in setting to change that. It is even worse that way -amny empires have very hard coloring scheme to distinguish. Allies need to be slightly other shade of green. whose bright idea was to put it right mouse button ???? -same button as default action. I've never had an
Actually damn that super warrior looks like a killer ability. -I always dismissed it (I guess probably because arceans always suck -they are some sort of a challenge mid game , but never been end-game contenders). That reminds me of DL - when there was no ships retaliating back. My military strategy was always to get fast ships (to do first strikes), load them with psionic weapons and have mad attack with 0 defence. Was very powerful back then (mainly cause AI was stupid and loaded s
Ohh one more thing : Battles look quite good - problem though you cant really enjoy them as most of the time you are busy (plus this look on right button issue) Solution : Make a camera window with preset view setting (say like in galciv2) - directors view ,top down, free look ,etc.
So feedback after 1 finished medium game (4 med and 2 hard AI) My config 2 GB RAM, core 2 duo 2.9 ghz, 6800 GTS -music is good. Although could use more tracks -amazingly addictive game so far -Game pace is quite Ok , although the time for ships to travel/jump could use shortening -Very stable - no crashes Most of the gripes and suggestions I have is with UI - The rotating look should be remappable - whose bright idea was to put i
I've been thinking about the best slider setup and ability distribution for my play style. I was previously running 1/99/0 most of the time and always taking +50 SOC/+50 MIL. Hmm I am curious to why run 1/99/0 or 100/0/0 at all? - I typically run 50/50/0 , or 30/70/0 during begging to mid game and 70/30/0 end game . I keep research focus on all the time except when building urgent gal. projects . I mean typically if you have shipyard on
I am somewhat conflicted as to which bonus is more useful; does the +20% research justify the cost? The test what convinced me it is worth it was following 6 factories, MC, planetery improv tech Race: S110 m50 res Focus on S142 R26 No focus: m68 s94 Race : s40 ,m30 , r40 res Focus on S97 R47 No focus: m60 s64
Crank up difficulty up lol? - AI starts being semiwhat agressive on "masochistic" .but also AI typically never attackes in the beggining - they are too busy developing (no sense declaring wars when you dont have planet invasion yet). Typically after world grab phase, aggressive race start teching for weapons and start building fleets. Shortly after that theyn will go for blood. by mid -game a lot of wars are starting and the only way they dont touch you - if you have sky hi
It seems that the "flip" he mentioned is very important. So, I can start out using all factory and flip to all labs when economy has a good surplus and get a good lead on tech. Then either flip all back to factory or convert some planets while using the 1/49/50 spending to mass produce while still can maintain a good tech lead. The mix of these styles might cover the weakness of each. I frankly dont think factories build has any real weakness. And "flip" imho is just waste
Generally I think defenders on planets is deeply flawed strat .Ai needs to stop wasting their fleets around orbits - and concentrate them in strike forces. Concentrated strikes is a rule of all warfare and thats where AI lacks in fleet combat. -They generally have slower ships than human, much poorer location and maneuver them badly as well. I mean even with much weaker fleets you can circle around AI , strike on weaker targets and retreat. They will have their fleets orbiting wh