I'm just putting together a list of tactics the AI could use to increase it's effectiveness in warfare, as well as the counters to those tactics, in hopes that Frogboy might implement them into the AI in some fashion. Feel free to add on to it! These may often stray into the obvious, but I've never seen the AI do any of them. *Use of defenders. Especially when there isn't an orbital fleet manager, the AI should be forming those ships into fleets the moment a target comes in ran
Starstriker1
Actually, I'm Canadian. Colour forever!
http://dictionary.reference.com/browse/accusatory Pulling his leg, huh?
I'd like anomalies to be a different beast entirely. Have them constantly spawn in (at a slow rate, of course), making survey ships useful for the entire game. It'd actually make things like the galactic guidebook more useful.
If I've heard correctly, the AI MIGHT know where resources are to start. It's old code, and I believe there was a time long before the game shipped where they DID show up on radar. Regardless, its a tiny oversight, and hardly consequential enough to be considered a cheat on the AIs part... though I'll admit it gets a little annoying that the AI immediately sends constructors towards my destroyed starbases even if they shouldn't know about them!
Geez, look at all the undocumented changes! Colony ship capacity, capital city food, and now this!
I can answer that... the AI wasn't doing anything of the sort he ascribed to them (hence, my smoke and mirrors comment), and in fact, he was avoiding playing on the tough level. I believe he was at the third difficulty level. As far as I am aware, there are no provisions in the AI to allow for breaking alliances, and the AI doesn't really seem (in my experience) to comprehend political consequences as simple as "attacking this guy will cause his allies to declare war", let alone the complicated
You obviously don't read enough.
The AI is severely upgraded from the first version
1) His writeup was HILARIOUS 2) He's ascribing a lot of things to the AI that it simply doesn't do... a good sign that you guys have done the smoke and mirrors thing that game AI needs PERFECTLY... 3) I want to see them do the things he thought they were doing.
I thought you were saying something about maybe getting it in for a patch?
Just as the Arceans can outmanuver faster opponents in order to maintain first strike, races without the super ability can deny them that bonus with careful manuvering, even if they lack the speed.
The initial ones are cheap, so they really are no-brainer additions to your ships. However, as other people have stated, better weapon and defense techs can often give you much more mileage. I'd invest in it to a reasonable extent. If you want engines on your ships, the benefit is incredible, though, since an engine takes half the hull on the lower miniturization levels.
You know, absolutely crazy map features like that huge asteroid belt should be part of the random map generator... they'd be very, very interesting to deal with. As it stands now, asteroids aren't a particularily massive gameplay feature in a lot of my games, even with their setting maxed out, because they rarely are placed in a fashion that has strategic significance. Thats not always true, of course, I've had some games where an asteroid belt was a crucial part of my defense. Still, it'd be ni
Wyndstar, I can imagine few situations where I'd want to control my espionage funding that precisely... if I'm spending that little on it, then why bother in the first place? It might not be a very helpful ability, but it's certainly not much of a handicap, either. The Iconians adapt to fit every situation they come across... they're tenacious survivors. They should really be built to reflect this. Technologies and abilities that allow them to confront stronger powers without getting cr
Area denial.
There's a link at the bottom of Cari's post
Looks like an awesome update, but I'm not seeing mention of the off-type defense bug. Was that resolved? That was supposedly resolved in Beta 1. Supposedly, but it wasn't. Apparently, somebody was looking at it for Beta 2...
Looks like an awesome update, but I'm not seeing mention of the off-type defense bug. Was that resolved?
They can do well... in very rare situations. Anywhere where the initial planet is a huge portion of your empire or extreme worlds of the kind they can colonize are widespread. Generally, though, their lack of racial abilities handicaps them by comparison... to really shine, they need a situation where their super ability actually gives them a boost early on. Without that early boost, the ability is completely wasted.
Loyalty is almost useless unless you're facing some killer influence, which I've never seen the AIs effectively pull on me, so its hardly super ability material. Their speed limiter is fine as is.
Perhaps the best way to do it is to force the attacking side to have one of these modules on the fleet they're using to fight the starbase. They only can capture it if the defenses are beaten down first! That said, the idea comes with all of its own issues, including AI, starbase counts, and potential balance issues...
If you use it, the best way to maximize it is to: 1)Focus on weapons techs. Seriously, don't even THINK about putting a defense on... 2)Seriously consider putting engines on your ships... and vice versa. Ships without engines will have significantly more punch, especially early in the game, but extra speed means that you'll be able to guarantee first strike easier if you're managing your ships properly. You do not want to be fighting opponents with the same speed or better than you.
A few points: 1) Light speed wouldn't be sufficient to travel a parsec in a week. GalCiv's hyperdrive is a warp drive, bending space in such a way that one never exceeds the speed of light LOCALLY, but the space around you moves faster. This could theoretically have you move faster than the speed of light without actually having to do that in local space. 2) GalCiv assumes a powerful, but NOT infinite, source of energy to power hyperdrives, that being cold fusion. 3) Assuming th
The problem in the balancing of races is twofold: 1)The super abilities are not all balanced against each other. The Super Spy comes to mind. 2)Some sets of race abilities are far inferior to others. The iconians get basically nothing in abilities, and no bonus points to make up for it... and what little tech advantage they have is offset by the fact that they have no staying power. These have to be treated seperately... since the custom AIs can have any of those super abil