It is downright impossible to develop Artif. Intelligence because there is no definition of what *intelligence* actually is. We all know (or assume to know) what is being associated with it but then, things that look intelligent in a specific situation might be downright dumb in another situation or when viewed under another perspective. For example I could argue that mice are more intelligent than humans because female mice loose their ability to reproduce when too much social s
Maiden666
IMO there needs to be a cap of maximum sensor range, and both this cap and the effectiveness of sensors need to be scaled or put into relation with the galaxy size.
Defenses got doubled, and thus became worthwhile. You can get an easy + early high MMR with defense-types of ships (leaving them into orbit). For combat, I'd recommend designing balanced ships with a small attitude towards attack. It depends a bit on the timeframe, early on defenses are more worthwhile (fleets are smaller).
In GC2 the ratio is 8bcs for 1 production point, although it could sink lower to even 3bcs etc when the total amount of bought production is small (ie. like 10 production). There are still one or more bugs prevalent in the calculations that are responsible for this, as well as downgrading stuff could also rise costs in a chaotic manner. That said, I think the reason of why producing stuff should/has to be stronger than buying things is simple: it usually requires more time, because yo
I am totally against any automation (à la Endless Universe or the other games that have been mentioned as examples in this or some other threads, because, all these games are RTS and I don't see how they compare to a TBS game anyway...) Usually one diverts MP to constructors when there's no immediate military threat. For this, the AIs have to pursue a military conquest more aggressively, more early, perhaps some suitable race could be coded to rushstorm its neighbours e
For the AI it's much more easy to distribute its global spending when the income isn't jumping up and down. [quote who="wiezer" reply="4" id="3536103"]going thru enemy Territory + .1% per tile. [/quote] IMO enemy terrain should either be shuned automatically by non-military craft, what civilians in their right mind would go to places of certain death...? or maybe, if their crossed, the route should face a penalty which would represent a sort of tribute.
I like the first version, it makes techtrading more easy. Also, you can't see now how many planets the AIs have (its kinda a measurement to see how well you are doing in the colony rush in comparison to the AIs) that's mystifying the game a bit.
[quote who="Lucky Jack" reply="7" id="3527317"] In GC2 *snip* the overflow goes into the next project in the queue. [/quote] Untrue, SP (and MP) was lost, however, the costs to fund this production was refunded. For example, a +10 SP @ 20% social prod racial bonus needed 9bcs to be funded. If a player wanted to purchase 10SP directly it would have costed him between 50 to 80 bcs. As you can see, the refund only helps a little and for optimal results, one had to micro SP &
[quote who="MabusAltarn" reply="1297" id="3532876"] While playing the Terrans I tried to buy a planet from the Torians after 2 game years. They demanded 160.000 credits. You can't afford that. [/quote] The Torians & Humans are no viable targets for this strategy because their SA protects them. Although with Torians you can get lucky if they just colonized a planet, and that colonizer wasn't filled to max (still highly unlikely) F
[quote who="MabusAltarn" reply="1295" id="3532830"] Concerning buying up planets. I ran some tests. Small Galaxy. Three opponents. Cakewalk. CTRL-U to uncover map. CTRL-L to assign colonies. Here's what I found. Terrans: Buying up planets as the Terrans is doable. A planet with 0 population cost me ~670 bc when buying from the Altarians. Thalans: I tried buying up a planet as the Thalans. I couldn't do it. Drath: The Drath have great diplomacy but despite that
[quote who="MabusAltarn" reply="1287" id="3532299"] I'll inform Stardock there may be some issues with steam. [/quote] --> [quote who="februarius1982" reply="1286" id="3532278"] Could it be because I don't have steam version of the game? [/quote] My copy is from a hardbox distributed by Kalypso, and I have no trouble with it.
I need to check out some of the games mentioned here but as of now, feeling rather delighted to be back to Heroes of Might & Magic V (both expansions) after Age of Wonders 3 just doesn't feel finished and sub-par (although their way of tactical combat system is a bit superior to HOMMV but the magic sucks big time -.-)
All releases of GC have these kinds of problems and I really hope the devs will do something serious about it in GC3 because such a single mechanic can totally kill the game or screw with the immersion one gets with it and it just feels not right.... Then again I wonder why the devs don't learn from the same mistakes of the past... (?): In GC1 one could offer the/all AIs technologies in exchange of money where a single payoff was far less than if charging the bill over a period of
I think the colonization-events are counter-balanced via the UP votes, which have some penalties in store for evil but not for neutral or good. However, the UP votes are rather insignificant, and can even be left without much of a penalty.... (or entirely be avoided by simply loading the autosave........) But yeah, I agree. It might be interesting if colonization events and UP votes wouldn't favour a single faction but rather fluctuate randomly. And at that, the UP vote penalties
[quote who="Ragic" reply="1281" id="3531781"] anyway last game I noticed the good choices were stll the worst. any chance to modifying those to make each choice have its +'s and -'s? [/quote] I think evil got nerfed quite a bit, although not always in regions that are near to ethical stuff etc pp so it might go undetected. It all comes down a bit to personal playstyle, for example I usually choose Neutral over evil (even when playing evil-factions)
In reality shields are very effective against bullets even at high velocity, but not these kinds of fake Star Trek electromagnetic or whatever-force shields (who would be useless against non-ionized matter or neutral radiation or most radiation at all anyway...) but stuff like multilayered plates/screens that are designed to prevent debris or space-junk to destroy a satellite. Every shield splits the impactor into several smaller ones, also reducing their speed until finally they come to stop
lol this thread serves a good example of why in Star Trek Humans (esp. in ENT) are more successful than Vulcans :-))))
I think to include a quick "install"-read.me for folks who are completely helpless about mods would be in order - otherwise the same questions will appear here in this thread over and over again... ^^
Likewise I think that Military Starbases should help defend already secured territory, a way to free some Fighters and assemble these to regions which require maneuverability, like when planets are conquered & re-taken etc. I also like the idea that they should do something else than just military related stuff, this would make them also reasonable to build in times of non-war, or if the chances are low that the region will see an invasion at all. TBH the way starbases wer
Very good point Sir, but I'd ike to add that [quote who="Lucky Jack" reply="21" id="3530371"]even though it would dissipate quickly [/quote] actually matter in a vacuum has a tedency to clump together, it would cool down but probably be visible for a lengthy time
[quote who="MabusAltarn" reply="1263" id="3528879"] Best solution: block planetary trade for a year. This works for treaties, it will work for planets. [/quote] Very well, that seems to be a spot on solution :) On another note, does anyone know when Frogboy is coming around again? The Update has been freezed for a huge amount of time now, I was under the impression it was gonna be become official soon, but seeing now the weeks pass by wihout anything h
[quote who="admiralWillyWilber" reply="7" id="3530062"] Whati'm saying is technology would have to be different than today, so there is really no way to gage how battling would actually work. For the most part you are getting information from a source, your not there. [/quote] Agreed. Any claim for realistic space battle will fail right from the start because noone does know how the future will look like. And if we go on and take todays scientific knowledge to construct
or even the forum, just look at the replies #1-#10 seem to be missing their beginnings^^
[quote who="mortili" reply="18" id="3529499"] There is no "production" overflow in GC2, research could overflow, exept when you get to the end of a Tree. [/quote] Actually the RP of most (if not all) end-techs would overflow into a new branch as well (unless you choose to reload the autosave). And you're right, military and social production would only be refunded in cost, but no overflow in production did happen whatsoever. Considering that production is around
[quote who="SilasOfBorg" reply="1259" id="3528387"] Chaff (the best defense against missiles) is also a little easier to research than other defenses. [/quote] Wouldn't "Point Defense" be more fitting? At least I'm under the impression you're reffering to a branch not a single tech.... [quote who="abelisari" reply="1260" id="3528478"] These two combined should improve the situation a lot. In my short experience I've found many ti