Scintor

Scintor

Joined Member # 2519676
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While I am not a big fan of the current DA spy system, I have figured out a few tips and tricks to make it usefull. Under the Dread Lords spy system you just set your sliders on the first notch as early as possible and forgot about them. The Dark Avatar system is obviously very different. On the other hand it is not as obvious how to use it in a efficient manner. Others have discussed what to target to use spies offensively, but I am going to concentrait on how to use them to gather inf

9 Replies 6,826 Views

Well, after reading through all these posts I will add my 2 cents in. Things that I have seen that I would like to see implemented. 1. Better UP/Diplomacy. 2. Space Monsters. 3. More tactical space combat/ground combat. If done well enough this could easily be enough for me to be willing to pay $30-50 for this alone. 4. Respawning anomolies/ anomolies that can only be explored with higher sensor levels. 5. More teraforming options (as you gain the abilitiy to c

399 Replies 225,259 Views

Quote one: "Abandonment: A random civilization evacuates the galaxy. All colonies are destroyed and all ships disappear, leaving a new colony rush for these worlds." Quote two: "Bad idea. I'm sure its cheap for a mega-event to have the possibility to outright destroy a civilization that could be the largest and most powerful." The whole idea I had for abandonment was for an alternative to surrender. Right now, when a civ is eliminated they surre

228 Replies 165,096 Views

I would like to see a shift in loyalties event. Treason in your political party causes it to collapse any forces you to pick a new political party. I also like the space monster/megaship event. A double agent event. All spies deployed in any other civ (including yours) defect to that civ. A radical scientific breakthrough. A div that is far behind in tech all the sudden gains an entire tech tree or an isolated high level tech. Revolution fever! 10% of all worl

228 Replies 165,096 Views

I have started playing Beta 5 and the rediculous ratio has been scaled back. I don't know if it was a mistake or they changed their minds, but the result has been the cash ratio has been put to something more reasonable. Thank you to all the developers for this. Scincerely, [email protected]

36 Replies 8,785 Views

Every time I have tried to download the Heightmaps Beta 7 from Stardock Central, it downloads the whole thing and then gets stuck when it tries to remove the temporary files. I have tried this 4 or 5 times and always get the same result. I am sending in a bug report on this as well Scincerely, [email protected]

6 Replies 4,446 Views

'AI cheating' is something that has long been talked about in strategy gaming. In this context it means that the AI is given extra advantages to make up for the fact that humans can out think it. In my original post I did say that it could be a mistake. On the other hand, I (and others according to this thread and others simular ones) don't think it is a mistake because this is only the latest step in a series of moves designed to make dominating the galaxy through trade and other deals impossi

36 Replies 8,785 Views

Yes it was 1.6 Beta 4 (edited). The difference is not 4-5:1 tech for tech ratio but the 20:1 cash ratio. The ratio for cash was altered when DA came out from about 3:1 to about 5:1. This made a tech trading more challenging, but possible, especially if you have a lot of opponents. Now, unless you you turn tech trading off, it is you against the galaxy in terms of research. It seems that the AI can do something at all levels of play at 20x the level of what a human player can do. As I said,

36 Replies 8,785 Views

I just started a new 1.6 Bet 4 beta game and something massive has been changed in the diplomatic trading screen. All the trades are now massively one sided for the AI. I am playing on tough where it is supposed to be a level playing field. In cases where I know I have a 10% diplomatic advantage I am getting a 20:1 ratio for cash for tech trades. (i.e. I pay 2000 for a tech and I am only offered 100 for that same tech by any other civ.) The Tech for tech ratio is 4-5:1. Now as I go over the te

36 Replies 8,785 Views

One thing you'll learn guys is that this 'bug' seems to attack higher RAM systems. Low spec, low RAM rigs don't seem to have this issue whereas guys like us, 2 to 4 GB RAM seem to get this problem more frequently. I've screamed until I'm blue in the face over this one but they still haven't figured it out. I have a low end system and I am getting this crash as well. It seems to happen only on saving the game for me. Scincerely, Scintor

48 Replies 21,923 Views

What you are seeing is that the AI Planning thread starts as soon as the player turn starts. All the AI is doing at this point is choosing social projects, choosing ships to build, etc. It can, at this time, decide to purchase social projects, which isn't any different than if you were doing it while the AI was moving their ships. I have not yet verified if the AI can rush buy two projects per colony in that first turn; I still need to look into that. </di

192 Replies 78,765 Views

Hey all, I am 37 married with 4 kids. I am a stay at home dad due to disability. I'll get 20 hours a week in on GC2 while my wife is at work unless she finds out (she doesn't understand gaming at all!) The first computer I used was an Apple II original at school which played the original Oregon Trails and a wierd Star Trek game called Apple Trek. My first computer I owned was an Apple IIGS. I loved the Ultima series back in the day. My favorite quarter pumpers were Galaga when I was young

99 Replies 42,208 Views

Hello there all, I'd like to put in my 2bc worth here. The reload turn bugs (and there are more than one of them) and their importance is really a big game/small game question. In a small game that lasts only a few hours there is seldom need to reload more than 2-3 times and if you are doing so, you are probably doing so in order to use an exploit (I am reminded of the reload movement bug back in the original Civilization that gave units that already moved before saving all their mo

192 Replies 78,765 Views

I have been noticing this while playing a custom race with the superHive ability. If I capture a world with a factory half built, it will say 0 turns to complete, and it will never complete. If I try to buy the factory, it will cost me more than 400bc. If I buy the same kind of factory on the same world from scratch, it will cost me less than 150bc. I think it has something to do with the super hive discount not being calculated right for worlds conquered by influence or force. Scincerely,

5 Replies 1,765 Views

Is the pop up galaxy map (as shown in a screenshot of the DA tour in the Dev Journal area) in the beta or is that something that is only going to be in the final build? Scincerely, Scintor

6 Replies 5,064 Views

I have removed the Drath Legion (Super Manipulator), disabled surrendering, and sold all rival civilizations the first three levels of military techs, just because of this particular bug. I and others have noted this before. I had a topic called 'pacifist surrender monkeys.' The problem seemed to be keyed to the excess priority that was given to colonization techs. I have had major civs go midway into the game and research no military tech at all. This has lead to a rash of surrenders e

14 Replies 5,435 Views

I have a few that I haven't seen here. 1) A fleet management screen. When I have 200+ ships the current ways of managing them is slow and tedious. 2) The ability to manage planetary improvements from the colony management screen just like you can from the planet/ship list. 3) A button to make all of you ships on auto-movement use up their movement BEFORE the turn ends. Scincerely, Scintor

60 Replies 26,810 Views

I have just noticed that if you have Eyes of the Universe galactic achievement and a planet of yours culture flips, you keep the sensor information from that planet permanently. I don't know if this is a holdover from Dread Lords because I have never lost a planet to influence in Dread Lords. Scincerely, Scintor

0 Replies 985 Views

Repost from beta reports section Tweaking the spy system By Scintor Posted January 9, 2007 12:37:04 After reading through the posts here and playing through a Gigantic-Abundant game, I have some Ideas that could tweak the espionage system so that it would be more usefull and scalable to all galaxy sizes. The first problem I noticed was that spies could only be used in an aggressive way. Now, I tend to play toward an influence strategy, and seldom get into wars. I r

17 Replies 7,286 Views

I think we can all agree that building this improvement after already having some agents on your planet should not immediately nullify those agents, you should have to still do that yourself. Actually I completely disagree! I was playing a gigantic abundant game and got the 'every planet gets a spy' event and got 236 enemy agents! That number i

26 Replies 19,808 Views