Your espionage spending just produces spies now. To collect intel those spies are placed, and you gain intel on the civ dependent on the number of spies on their worlds and the length of time they spend there. It's a bit more interactive than the DL system, and makes intelligence gathering far more focussed.
Vinraith
Go with neither game, MOO3 FTW! Now there's something we can all agree on.
It's supposed to make planets flip instantly, whereas it actually appears to keep them from flipping at all I flip planets all the time with the MCC up. Interesting. I only built it in a couple of games before I figured out it didn't work right and stopped, but in neither of those games was I ever able to get aplanet to flip (and in one I was literally spamming influence
I have found if you want a tougher game ... turn the tech rate to very slow. I have never beaten the AI on intelligent with this tech rate and usually get soundly thwacked. Dano That's an example of a general truism in this game, really. The setup is so customizable that you can always manage to create a challenge if that's your sole goal. It's part of the reason it's as replayable as it is.
Come on dont exaggerate. I'm not. I've played about 24 games of GC2 at this point and still get a good challenge out of "tough" with the aggression tweaked up, so long as I don't take advantage of exploits. I've never seen another strategy game where, once i understood how to play, a n unaugmented AI opponent was still interesting. You clearly have some issues with the game, and that's fine. You're welcome to your opinion. Mine, however, is tha
It depends entirely on what you want to do. SEV is basically useless as a single player game. The AI's weak to begin with, and the tactical combat just makes the situation worse. If you want a game to play exclusively multiplayer, on the other hand, it's basically the best/only choice. GC2 on the other hand is the best single player 4x game ever IMO, because it's focussed on the the SP experience. The AI is very, very good and getting better all the time because it's the primary focus o
Hm, if its a bug then why dont they fix it. It's been around for a while I believe. I'll be the first to admit that I don't know why they don't fix it, but you'll notice that the test for the Mind Control Center doesn't say anything about a +100% econ bonus. It's supposed to make planets flip instantly, whereas it actually appears to keep them from flipping at all and produces an econ bonus because, from what I'
It is entirely possible to get a military victory through an influence victory if you have the influence victory option turned off. You basically flip their planets over one by one until 1 last planet of 1 last empire is left, that one will not flip (no matter what), and you invade it with transports (taking care of orbital ships if there are any). But yea, it is quite boring (I mean, after a point, all you do is stock up starbases to flip planets)
I tweaked the Dread Lords so that in the event they build their initial planetary improvements faster. Ah, cool, hopefully that'll help. Thanks for doing that, and for letting us know. <img src="http://images.stardock.co
That's one of my favorite changes in the upcoming patch. In the past it's been a complete cakewalk to win on influence, so much so that to keep from getting bored I had to start forbidding myself from building influence bases. It's nice that there may be some real challenge involved in this again. As to your question, I've never found influence structures on planets to help all that much. Targetted influence flipping with single, well placed starbases is definitely the way to go as it
I see surrenders in DA< though there's a toggle to turn them off. You might make sure you haven't done that.
Well I think the +100% empire wide economy bonus which Evil aligment get is quite good. That's a bug/exploit, not a bonus. I'd say the big advantage of evil is the weapons techs.
Sadly no to both (I'm a bit disappointed on that front as well), though I'm told it emulates fairly well under whatever WINE turned into (I can't recall the modern name). The biggest problem is that SDC won't run under Linux, so you're going to need a Windows system to grab updates even if you're actually playing the game on a Linux machine with Windows emulation. If you've got a way of working around the OS issue it really is worth your while, though. It's by far, IMO, the b
Hmm, looks great overall. Tweaking the pirates down a bit isn't the end of the world, but I wish you'd do something to make the Dread Lords event matter. As it stands it's just a "free planet to the human player" event. Oh and If AI determines it wants to go to war with someone, it will declare war even if relations are neutral Thanks so much for that, it's one of the best tweaks I could imagine. Heck, thanks for the whole update and all the har
I always play large or huge with occasional habitable planets and I don't recall ever having seen a purple star, for what that's worth.
Much as I enjoy stomping Vegans over and over it'd be nice to see some more randomized names for late game minors.
I'd tend to agree with Mascrinthus that I'd rather see the current combat system, and for that matter everything else already in the game, tweaked, and made better rather than seeing resources poured into new features like those being discussed. At least for the time being.
THanks for the response Feud, that's kind of what I thought. It's unfortunate that the alliance system is so easy to abuse. I've been trying to find an in-game reason not to do it, but I'm gradually coming around to the idea that to make the game interesting I'm better off just limiting myself to one alliance at a time. Ah well, the nice thing about SP-only games is that you can freely apply house rules.
I've been trying to make some sense of the carrier thing and just had a thought. What if you had a module, ideally a very large module, which could be placed on capital ships. This module would be called a carrier bay, and its affect would be twofold. First, it would cause this ship in question to act as a range extender, like a starbase, for small and tiny hulled ships. Second, it would cause the speed of any small or tiny ships fleeted with this ship to be that of the ship it's attach
What part of cultural insurrection aren't you getting here? Flipping a planet involves coordinating and assisting a revolutionary force on said planet, that's pretty clear from the flavor text and description of the stronger modules. So we're not talking about an internal matter, because in your example Lousiana's "we want to be part of France" movemnt would be funded by the French and supplied with arms by the French. That's a hostile act, period. Fortunately this discussion is moot b
Neat, I'll try that. Thanks for the heads up!
You should be able to click a checkbox next to one option, and then press the "done" button at the bottom of the screen for that decision to take effect. Does that not work?
The misidentification of certain civ problem is a known issue and will be corrected in the next update. The rest of what you describe, however, has not turned up in any of the 12 DA games I've played thus far.
Alliances aren't particularly hard to get, it seems. If you've got diplo victories on then there are clear advantages to getting as many as you can, but if not I'm wondering whether they're always beneficial. Since allies don't ever seem to turn on you they make research and influence victories much easier. An ally will stand idly by while you research a win or flip all of their worlds. The real question here is with respect to military victories. So here's my question, to those more veteran in
MP and tac combat go together, since tac AI always sucks tactical combat would functionally turn the game into an MP-only experience. Speaking as someone that never plays this kind of game MP, that'd be the end of it for me. I think there's no chance of this happening to GC2 but I have to admit I worry about it with regards to GC3. As to carriers, what's the point?