HoL is unbalanced in the sense that it is worth purchasing more often then not; that's not exactly the same as being broken, because there is no innate priority that all items be equally useful (though it's often a worthwhile guideline as that maximizes the interesting choices a player can make). It's basically an item that gives protection from attrition. Since attrition isn't actually a whole lot of fun, fun, and I don't actually LIKE having to warp back to town every three mi
ADamiani
Experimentally? Regulus. When playing against Sedna, I find her actually hardest to actually kill-- because of the combination of heals and her speed buff. When I look at my actual death rate, I honestly think I die least with Reg. He's a total squishy, so this really, really shouldn't be (and in fact, I assume it's likely an abberation)-- but I go for the range upgrades, snipe, and speed items. He's extremely good at not being hit. Now he is NOT the most
So, I picked up Sins on Friday, and I've spent most of the day today playing it. I'm not having fun. Obviously, the game has received high praise from all quarters-- I am not inclined to think it's a bad game. My assumption is that I'm doing something wrong here and it's killing my enjoyment. Please don't take this, presumptively, as condemnation of the game, because I'd really like to enjoy this one. Two things have been bothering me, primarilly. 1) The endgame seems bad. I
[quote]The ability to make custom ships is there for a reason. Use it frequently. If anything, there needs to be fewer default ships, not more. All of the armed ships could be deleted and very few people would notice, let alone care. The AI makes its own custom ships to match what it thinks it needs, so if it percieved a need for such ships, it would make them whether they were default ships or not.[/quote] Actually, what I'd really like is the option to auto-design a ship of a
Possibly something to spice up the dull logistics section? Yeah, I could see that.
I'm curious, because I don't seem to see this anywhere in the documentation-- do the bonuses of overlapping econ starbases stack?
[quote] So you are looking at buying back your 176 constructor cost at 20bc per year. Now, it doesn't ACTUALLY take 8 years to recoup the cost of the constructor because the trade route does increase over time. It DOES take at least 3 years best case to recoup the cost of the constructor, and it is often more like 5 years. [/quote] Your calculations assume you're building an economic SB to boost a single trade route. This is folly. An economic SB will apply its bonus to every o
[quote] It is also really hard to play when you can easily trade for all or most of an AI's unimproved colonies. Like the twenty some quality planet I got for some early techs along with all of that AI's tech and a research treaty and cash. Admittedly, I've done this as well. I say "admittedly" because it's such a steal from the AI that it's almost shameful, but I've done it nonetheless. The tactic is so successful it has become an
[quote] In my humble opinion, 1. I don't know how I feel about multiple constructor modules. I think it would be gimp (or too easy) to build a huge ship with 50 constructor modules and have a mega military starbase in 1 turn.too easy. [/quote] You can do that now, with multiple ships, it's just an administrative PitA.
The easiest way to do this would be to allow a one-off module with -2 speed, zero space and some low negative cost....
I'm really not sure why the economy in this game is supposed to be: Negligible (until starting cash runs out) CRITICAL (insane panic trying to keep the economy afloat) Trivial (As soon as the crisis has passed). I suspect the change in ship maintainence was intended to address the later-game overabundance.
Am I the only one who's having the game crash (no apparent memory issues, about a dozen turns after my first newly designed ships roll off the line)? This has happened to me with the Altarians and twice with the Thalans. Saving and reloading sometimes puts this off a couple turns, but it still happens. Basically, the game has been unplayable for me since the patch.
[quote] Very, very differently from the other races. With the powerful, yet only one of them, buildings they get at the start, you probably don't want to expand as fast as before. I could keep up my tax rate up very, very high and still have the main planet at 100% Approval, but then my colonies would have jack Approval. [/quote] But it's SO very easy to expand with them! With their staring unique buildings and a maxed mil-production, I was cranking out colony ships
[quote] I happen to be a programmer myself, and I understand the argument that what is obvious for us to percieve can be quite vexing to program into a machine. But gallagher's argument seems reasonable to me. I think it would be possible for the AI to look at a win/loss ratio and based on that alone, modify it's statistacal assessment of relative military strength accordingly.[/quote] While wholly agreeing with you in principle, I think you're going to want to take the scale of vic
[quote] This is one of the things that is difficult to program in. Could you please explain here (in mathematical terms perferably) how to have the AI identify that they are losing the war, and that their "superior" military isn't up to the job? If you could, the devs could work on it right away.[/quote] I would assume that if you wanted to do this, you would define a war-status variable, and modify it depending on the outcome of battles during the war (say, by reducing it in v
[quote] Unfortunatly Beta 3D will not have the Altarians or the Thalans implemented. Much of the team took the week off, so we focused on bug fixes (in DA and TA) and a few needed tweaks (Terror Stars can now be part of a fleet, ect). Cari will be posting the full change log soon. Anyways, back to Invasions! [/quote] Awwwwwwwwwwwwww, maaaaaaaan..... I do wish you'd told us earlier, I'd gotten really quite excited about the Thalans today
[quote] I must have played a hundred games of all flavours of GC2 and I think I've seen a Ranger once. [/quote] I once had five precursor ships in the same game. Every last one of them popped as soon as the Pirates Mega-event turned up, naturally.
[quote] That's odd. So am I-- likewise, no new miniupdates. I wonder why that is? You're not in the Super Secret Inner Circle.[/quote] The Decoder Ring lied to me!
[quote] I don't see anything...and I have the allow beta setting turned on. Hrm... That's odd.I'm at TA version .92[b].004 [/quote] That's odd. So am I-- likewise, no new miniupdates. I wonder why that is?
All of these (limited wars, block alliances, binding treaties ala the UP, more sophisticated analysis of when to go to war and taking actual outcomes into effect when assessing the progress of wars) are really very nice ideas that I would naively assume to be reasonable to implement. However, nobody's done them, and that leads me to expect that it's actually a good deal more difficult than it would appear to the casual observer. The fact is that this game has the latest iteration of (b
I understand that "missing time" is a frequent side-effect of alien abduction...
It seems like it might be a difficult fit...
I've noticed some oddities with this too. Does anyone know what the actual calculation is?
[quote] Well, you can always change these colors all by yourself right from the setup screens![/quote] Even so, that's four races defaulting in various shades of light grey-- seems like it might be a good idea to change that.