Rather than just trying to adjust the ai's rection, which is a tough balancing act, why not add some real negatives to a flipped planet too? - You lose 2/3rds of the pop. Civil war and all that. - Random improvements are destroyed. - A 3 month, or 6 month or whatever balances out, penalty on manufacturing/research production, colony maintainence costs, etc. -Give the original owner a free spy or two, Immediately, to use against the new owner. Make the chance
Tommymac
Re: Borders. Why not have a 'morale' factor for your ships that are stationed in foreign spheres of influence. The longer you keep them there while not at war, the worse their morale gets - and thios causes a decline in their hitpoints. After all, no country will keep their Navy in foreign waters indefinetely - because the crews will eventually lose effectiveness, and maintainence will slip, thus leading to a decrease in combat readiness. There could be a limit - say 5 or ten
Dealing with one does not count against the player's limit with the others, each AI has its own separate limit. If the aI Drengin trade with the aI Terrans, does this mean that the player (or any ohter aI) cannot trade with the aI Drengin for 8 more turns? Is there a timer for the player to keep track? I see a possible exploit where the pla
Yea removing the saved ships to another folder, then bring them back for old games is the simplest solution. No need to manually bring them back for an old save - the designs themselves are actually in the save game file.
This happens when the Fundies arise in DL 1.4x too...not unique to DA. Watched it happen to the Drengin in the game I am playing now.
As mostly a lurker now - what this thread has degenerated into is the reason I stopped posting. Thank gawd the game is worth it or Stardock would have seen the last of this customer.
Does the AI trade techs between opponent races? I'm wondering, maybe that's how they outpace my research. I trade techs, but I am typically stingy and don't do very much of that. It's hard to give a good tech up.
GalCiv is starting to get near the 'mass appeal' arena, and to survive in that Commercial Space good documentation is a Commercial must. Hate to say it, but I have to disagree here...I have not found many big commercial releases with even 'good' documentation. To have 'mass appeal' to most (not all) of the gaming public is to be able to load a
How about adding a new technology to compensate for the travel time issue on Large and greater size maps.... Wormhole Generators. Such a device could open a wormhole in a distant sector. You could have several levels of the technology - each one giving greater range, precision placement of the exit 'hole', the ability to piggyback other ships or fleets through the hole, etc. Just limit placement of exit holes to be at least 20 parsecs or whatever you choose away from
Being outnumbered 10 planets to 5 with a 200% bonus to *everything* on top of that is pretty much insurmountable No, not insurmountable...but very very very tough. I am playing a medium game at Maso right now (pretty much set up as in my above post)...and that is exactly where I am. I am finding it extremely challenging...the game is actually
Speaking of Dune, perhaps Twisted Drengin would be better than 'ruined' Drengin....a la the 'twisted' mentat Piter De Vries from the Dune series, who was an evil artificially created mentat.... Or Mioddle Earth, where the Orcs were actually spawned from 'twisted' elves...
Personally, I never really thought much about this feature...not sure if I would use it or not. But then, I thought similiar things about the Shipbuilder...until I actually used it, and found out how fun it was. Logging, Screenies, those would be very satisfying things for me. I would hate for things like new events, UP resolutions, etc to be cut for the EG however... If you can save the code and perhaps implement it in a future release, I don't really see a d
For me so far, I've found that Medium maps are the most difficult at the higher levels. (Crippling and above.) I usually play Abundant Stars, loose or scattered; Abundant planets - but only Common habitable planets. Tech trading on, tech research either normal or slow. 5-7 random AI opponents with random intelligence; Minors on. These are tough for me because there are not many habitable planets - but lots of stars - and the AI at higher levels usually gets a few more. It'
I pre-ordered in early August - wayyyyy before they announced that the release was being moved back form November to February. I may or may not beta test - (still enjoying 1.4, and honestly, I work in the field and really don't feel like working while playing - but that is my choice;)- that is not why I pre-ordered; but it is a bonus. I think it was a great gesture on SD's part to offer the beta to those who pre-ordered early to make up for the 3 month extension of the release date.<b
Just noticed that in 1.4X, if you upgrade a core design the new design may disappaer from the Ship build list. Using Yor Core ships. Colony Ship is one. I the Defender and Star Fury are others. Colony Ship has an Advanced Support module. If you delete or leave this module alone all works okay in upgrade. However, if you MOVE this module, you are charged the cost, get the benefit, and when you save the new design it does not appear in the Ship Builder window. I assume it has been
The limiting of trade routes for evil players is also a big one - I got hit by it - had 12 routes anf the damn UP voted to limit us to 1 - lost 1000BC a turn. Also the one that forces all wars to stop is pretty hairy.
And no (sp) game, especially one that doesn't rely on reflex, keeps one challenged forever. Hmm...I purchased Harpoon2 back in the mid 1990's ( and played the original Harpoon since 1989 or so...) ....and I still play it today. I have been playing Civ in it's many forms for over 10 years. But I put down Madden Football fo
You can log on via forums.stardock.com and see it in a different light. I have to access GC2 forums this way because while at work because my company blocks galciv2.com - it's a gaming site. (The background there is light blue, too... )
Spazdad - just put the fleet in the same square as the starbase. You cannot add the SB to the fleet - but as long as the fleet is more powerful than the Starbase , the aI will have to attack and defeat the fleet first before it can assault the SB. You need to build Orbital Fleet Managers on your planets before orbitting ships will defend as a fleet. If not, the ships will defensd individually. (Sometimes this is preferred, as the attacking force will have to expend a movement po
I still have issues with some conquered planets in 1.31. I have learned to live with it. Once in a while, if the planet does not have any farms, and it has a high PQ, the max population will suddenly drop to 5 when ever I load up a game save. I have to quickly move a transport to rescue the excess. (Usually this has happened when I conquer a homeworld.) I also have sometimes lost a tile or two on a conquered world. Puzzling thing is it doesn't happen everytime. The OT is
I agree with ES's tactics. In this game, the best defense is a good offense. Instead of wasting time and credits on static defenders, put empty hulls in orbit - the hitpoints are calculated when the aI is figuring your strength - and build lots of mobile fleets to defend instead. Same principle is used with starbases - don't waste constructors on defenses - instead use the constructors as a reserve to re-build the starbase quickly, or build more starbases, and instead guard
Earlier techs often come with other bonuses such as improvements in economy, weopons effectiveness, hitpoints, special buildings, etc. So it is worthwhile to get them.
I really don't understand why there should not be at least one trade route from each planet. CPU usage?
The aI would probably build mega amounts of trade ships if it could, ignoring war ships;...v 1.31 (not tried 1.4 yet) is pretty good - I only see a comparitive few Altarian traders wandering around aimlessly. I remember in 1.1 or 1.2 that there would literally be dozens of the light blue suckers ...like walking into a dirty kitchen and turning on the light to see all the bugs scuttling around. I can just imagine if it overbuilt for 50 routes instead of just the 12 there are now....
I agree - it is more of an intution thing you get after playing a few times. For me, that is refreshing. Coming from other TBS games, I too had trouble with the economic system in GC2 at first - but I hung in there and even though I don't really understand it's deepest workings, I now find it adds to the challenge and great interest I still have in the game. In other games in the genre I've easily come to grips with the art of building an economy after playing a few times, but