[quote]First, I'm fairly sure you meant she, and second, YES. That's what I've been telling you from day one. You don't have to stay that way forever, but the first three years or so are suicide if you're foolish enough to be in first. During that time the AIs will spend their first couple dozen agents fighting each other instead of you, so when you do come out and start kicking asses, you can't get dogpiled as easily. I assume you don't declare war on everyone as soon as you meet them, why woul
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[quote]1.- I would like to see a way to stop the starbase spamming (limit to their number from start, total module limit, etc)2.- Ship building queues.3.- Bring back my espionage slider for each race please. (and maintain the spies as an offensive/defensive tool)[/quote] Good ones. Starbases in stupid places (or too many of them) do suck. I think I'd also like to see a rule where they can't be placed within X number of tiles too, maybe 5 or 10 tiles, so it matters. But let people turn t
It's probably map size related or something. I know I'd suck on a large map. Also I play the level where the AI is maxed, but doesn't get 'cheat' bonuses, so it's easier. I don't even use agents. By building CE and never using them, the system doesn't exist for me. (It bores me.) Why is why I'd rather have the old sliders back, so I still get to HAVE intel on enemies without having to micromanage and retrain agents that die off in a round of being placed. And why do we have to place the
Cool cool, I found this free bik converter thingy that is also able to play the animations, so I think I'm good to go. Gonna try getting some Star Control II races ingame...hehe.
Hmm.. generate a custom map (stars and planets only). Not perfect since the map editor sucks, I know, but it's worth a try.
Yes!!! That's what I'm talking about. And that stuff wouldn't take a major overhaul either, just some additional ai flags, events, logic in the current system. An "I'll get back to you" or "I'll do it in X turns" option would be great. What kind of idiot would do something like go to war without preparing anyway? Only a Drengin - and they'd have to be dumber than average!
[quote]Then I guess my problem is that I see that expense as part of the upkeep on your fleet. If the physical defenses of your empire are costing you the ability to defend yourself against spies, you've overbuilt your fleet compared to your economy.An additional bonus of letting some other poor sucker be in first is that they absorb everyone else's cheap spies. When you take the lead later in the game, the AI spy expense is closer to your own.[/quote] Did you even read what he wrote? O
Willythelittleboy: The only good point you have was pointing out that it was the highest military rating, not economic--I was incorrectly associating the two since I see it happen often. I never said anything close to meaning the AI should only be able to use "ineffective ways" to attack. Do not try putting words into my mouth. What I said was simply that when the AI mass assaults you like this it is TOO POWERFUL of an effect and recovering from it is too difficult. This is not
Title says it all. Would be cool to be able to add a custom Ur-Quan race for example. Pics are added easily enough but there doesn't seem to be reference to animations anywhere.
Agent system works correctly? Always knocking down the top guy using this STUPID AI spam tactic sounds almost like economic socialism (since it effects the richest race's economy so much). Also sounds like an artificial crutch for the AI to use when it can't beat you with a method that you can actually defend against. CE buildings DO NOT COUNT as a defense strategy, more like a defense cheat. They effectively disable the entire espionage system for your enemies, and not all races have t
Diplomatic penalties for evil civs makes sense, but I still don't think that makes it balanced. That will only hurt you if you aren't one of the strongest races...which is easier to become because you get random help along the way. And what if the other strongest races are also evil? Or what if you're a constant warmonger anyway? It's not the biggest deal, but the ethics system should have an overhaul. The problem is, it sounds like ALOT of work to update all those events, and
[quote]* Waypoints (ability to set a route for a ship or fleet to, for example, skirt Yor territory so it can maintain speed).* Ability to spend BC on intelligence gathering without harming the target civ.[/quote] Even better to me than setting waypoints would be if pathfinding just calculated correctly. Pathfinding should take into account ASTEROID fields or other areas (like Yor) where your movement is slowed down, and look for the fastest route to the destination. There's generic pat
Yeah I know. I'd like that to stop. And getting it to stop is just a matter of giving the AI to "remember" how and why things have changed in the last (whatever#) turns and adjusting it's attitude accordingly. The AI just says STUPID things so often, it's really annoying. They can threaten us all the time, but we can't even send the most basic threat or even a rude comment. I'd like to be able to tell them where they can shove that uncalled for attitude, and what I will do to them if th
You can already do alot of the stuff in 2) by modding xml config files, if you play a custom race. Other than fixing the broken agent system, I'd wish for a much more interesting and interactive United Planets, and more diplomacy options, but I doubt they'll be happening. Why can't we threaten other races? Dammit! They can threaten us! I just had the Drengin tell me to stop building up on their borders (actually IN their borders, but whatever), and they basically told me where I could p
I've noticed this too and it seems a little lopsided towards being easier to go evil than good, even with the magnitude factored in. It's also a little weird that the good choices are always bad, the evil always beneficial. And as far as I can tell, the only real downside to being evil is that UP vote where your max number of trade routes may be limited. Which rarely happens anyway. Maybe there's others but I can't remember any.
[quote]How do I fix this? Or am I basically boned?[/quote] lol Thanks for the laugh.
Put it down in the list of other sliders that should be added, like average Planet Quality, or a way to control the max/min possible PQ. Stardock doesn't like too many options like this, apparently I'm told too many options makes the game cease being a game... or something.
So the workaround for the broken agent system is to "not get too strong" and "build counter esp buildings on every colony, IF you even have them" (if not, yer screwed). OK.. (roffle?) How about this workaround: Fix the system or ditch it.
The diplomacy overhaul? Yeah probably, unless they keep putting out patches longer than we're picturing. But a simple patch to make AI aware of major actions taken to benefit them, and adjusting relations accordingly, is pretty minor.
Anyone know how hard would it be to create an Ur-Quan mod, substituting the current race animations/pics for UQM animations or pics?
And the title was supposed to say "It's about time...". wth !
That's a cool idea. I haven't given much thought to what a truely "improved" diplomatic system would be, since it'll just get ignored anyway, but that sounds like a good start and is the kind of thing I'm talking about. OMG, if only we had gotten that instead of agents in the last expansion...
[quote]And this just proves that Spam is smarter than most of the people who complain about spies.[/quote] What the hell does that mean?
What's wrong with mega events? They're cool. Not really sure how that relates either.
Well the Yor are certainly sucking in my current game. (Tech trade off) I've had to throw so much aid to them to save their rears, and even declare a short war just to stop them from being wiped out. Not that the Yor don't totally deserve to be wiped out--but I'd rather they keep fighting other races, it's a good show.