Actually, I've played a game where I rushed to large hulls and just sent these lone behemoths (with my low logistics) against massive fleets of the other race's ships. They did tons of damage but were few enough in number that I was on the losing end of the war (barely holding onto a stalemate) until I found a way to cripple my opponents economy. Once their ships started getting powerful and their logistics got higher and higher, I could barely stuff enough of these ships into a fleet to compete
Starstriker1
Interesting. They didn't run away from you, though, just ran past you? That sounds less like avoiding your fleet and more like not bothering to issue new orders and just continuing on a previous flight path...
Try pumping out tiny hulls with a single mass driver and the cheap, bulky armour you get with starship defenses, and then put them in an area with 3 military starbases. They'll cost about 60 bc each, and the bonuses they get are absurd. Its the perfect way to boost your military power or defend a small empire, especially if you put a more conventional medium hull as a damage sponge in front of them... the big ship takes all the hits, but the vast majority of the damage is dealt by the tiny hulls
If the tech was really expensive (especially if the cost was scaled against the civ with the highest research capacity), then it would bring the diplomatic possibilities of the event into prominence. After all, the races with the lowest research abilities would HAVE to trade for it, or risk annihilation.
I've had some nasty military strategies pulled on me. For example, the Yor marching dozens of incredibly advanced fleets right into the middle of my defensive starbases prior to declaring war. It would be excellent, however, if they would coordinate their fleets better. Moving multiple fleets close to each other is a good way to concentrate force, the aforementioned cargo-hulled scout is an excellent investment in any situation, and careful positioning of transports can allow for some b
Those xml files are part of the AI, so thats really stretching it.
The Dread Lords have always had the weakness of being slow to build, but damn nasty once they got rolling. Given the fact that you were already established, they should probably have started with some defenses... it seems unfair (and anti-climatic) that what should be a nigh unstoppable force is just given a flick of the finger and *poof*, dealt with.
That you can complain about AI flaws on masochistic difficulty automatically puts your in a foreign dimension to me.
They are chosen based on what is going on in the galaxy. I am aware. I am just wondering what things in particular are taken into account.
Maybe try making a save once the button disappears, then reloading? That has worked on occasion for me. Might work as a temporary solution...
I understand that the mega events are chosen semi intelligently... in the case Fued is talking about, was his ability to resist the plague considered versus those of his many opponents, or did he just take advantage of a situation that wasn't intentionally made to suit him? I'm interested to know the extent to which these mega events try to shake up/even out the galaxy.
If those low population planets were the entirety of your opposition, thats kind of a moot point, ain't it? Also, I've seen the Torians build colony ships to "rienforce" a low population planet under foreign influence, though I don't know if other civs also do this.
I've only played the beta (haven't had time to play the full version, with what is supposed to be much enhanced AI, due to time constraints), but I can say that the AI is much better in these areas. Some of the AIs aren't building their planets the same way that I would (for instance, I played a game where the Iconians COMPLETELY dedicated their homeworld to research and a nearby planet COMPLETELY to manufacturing), but they aren't generally making retarded decisions in planet building
Lets not forget the turn delay in seeing that ship in orbit. If you see the spore ship only once it's within a single weeks range of the colony ship, all you'll do is give a free tiny hull to the invaders.
Do the dread lords get a super ability? If not, they should be getting the arcean's first strike power, since that's what made them so dangerous in version 1.0 of GC2. When the new combat model showed up, they stopped being competitive since their ships are so expensive but they get no real benefit from that additional technology... they'll still be hit at least once per round even if they attack first.
That flickering camera thing has been bugging the hell out of me since the beta... I would have thought it'd be fixed for the gold release! O_o
Actually, I was under the impression that it was intentional interference.
Actually, they should be MORE jumpy about it than troopships. Troop ships can be occasionally unsuccessful, and usually ARE (unless the player has a vast advantage in troop quality), but spore ships WILL crush an undefended planet. when they see a spore ship, especially when unescorted, they should be scrambling whatever they have to hit it in time. If, for example, a planet has two defenders or more, it could scramble one of the defenders to hit the spore ship. Maybe even build planet based int
One place where I've found a fantastic use for tinies is with a concentrated starbase defense. Mass produce the cheapest possible ship that has a tiny hull and both a weapon and armour. This means using the bulky (yet cheap) armour that you get with Starship Defenses, and the best weapon line to go down is mass drivers, given their low cost. These ships can be mass produced at an incredible speed... with 1 attack and 1 defense each. However, with starbase support, especially multiple st
The guy who can modify the AI to do his bidding.
Apparently, the starbases were seperated into economy, influence, and military simply to make it easier on the AI.
More sdvanced factories are a substantial advantage. Don't worry about the cost... that just means they're longer to build (and more expensive to quick buy...). Those factories are crucial to building ships... the speed increases very fast. One thing to watch for, though, is that the new factories only give you more CAPACITY, they don't make your factories more efficient. You still need the same amount of money (1 bc) for one unit of construction. Therefore, make sure you've got your ec
A simple summary of the techniques involved would be nice... after that, google does the rest!
Didn't you do that just now?
I'm interested in how this works. Do you have more information on the article?