Thanx! I just may get my first Suicidal win then!
LTjim
When the hitpoints get over 100, the effect is obviously much smaller on a percent basis. I think I saw one of my ships at 166/163 last night. Still, it's one bug I do not mind! ;-)
Do AIs break Alliances? Do AIs break an Alliance with the human player? I know that if an Alliance partner gets into a war with another AI, that the human sacrifices the Alliance if the human does not declare war on that same enemy. But, other than that, can the human depend on an Alliance being kept? I ask because in my current Suicidal game, the galaxy (ignoring minor races and distantly weak AIs) is now a square with a different power dominating almost exclusive
I have not found creativity to do much in DA.
I think that the only other capital that benefits from placement on a bonus tile is the Political one. It gains either the extra morale or influence bonus, depending upon which bonus tile you use.
IIRC = If I recall correctly In DA and I think TA, if you have patched the game to where you have passive and active agents, there are no gains past "Advanced". I generally shift those 4 spies to another empire's "box". When I have "Advanced" on them all, I pull all the spies back for offensive use. BTW, you can deploy spies on a world the instant before you invade it to lower morale, which gets you more turncoats when you use "Information Warfare" in invasions.&nb
I would accept that if those minor race constructors were scouting. They are, however, not. The constructors are on direct paths to those resources. Still, Syanis' original post was not about rationalizing the behavior. Rather, he was asking if the observed behavior indicated advance knowledge of resource location. The answer certainly seems to be "yes".
And constructors to resource points? I have repeatedly found resources mines/bases owned by minor races but at considerable distance from their homeworlds and they never even built scout ships. In some games, my initial colony ship or two will come across minor race constructors flying along on what i see later were direct paths to a resource point that the minor race could not possibly have "seen" from their world and could not possibly have already gotten a sc
The game version I play and that i described in my post is DA.
As Iztok alluded, there have been threads on this subject before. I checked out a few when I noobed in. IIRC, one or two folk set up some tests using corners of a gigantic map, well beyond any possible AI sensor range. In some cases, the corner had a juicy planet. The player poised a colony ship there and waited, with a screen of sensor-mounting ships or bases or something to see what happened. With no previous scouting, colony ships soon made their way direct
This is almost an "how old are you?" thread. Betrayal at Krondor - - - The first really immersive pc game I ever encountered was Betrayal at Krondor. Its quality partly derived from the fact that the author of the Rift War series (Feist) helped a lot in game development, making the game play like a new novelette in his story-verse, even to using the cities, cultures, characters, etc. correctly right out of his books. Many games have come along later that use some
Today I spilled sugar on the rug and had to use the vacuum to get it out. It sucked.
I agree that the AI will ignore doings within your borders, including military buildups. Also, the AI will react especially ineffectively during the initial invasion. In fact, it reminds me Stalin's behavior during June-August 1941. Papa Joe (per some biographers) closeted himself for three days after the start of Barbarossa and would not speak to anyone or give orders. In the days ahead of June 22, 1941, Soviet commanders had been refused perm
Are you limiting this to existing products?
I think you vastly underestimate the coding tasks. Vastly. For example, what if you encroach with one fleet, spot a huge reaction fleet, and split into multiple TFs? What if you cross the border with two fleets a turn worth of hexes apart? What if you enter with one fleet, stop, and build a big mil SB deep within the AI borders and keep your fleet within its umbra? What if one player fleet is armored and the other is shielded? What if one fl
Yuhjn1972 - Please re-read my slider comment. If the AI has the sliders on 100 mil and zero everything else, that is a simple programming compensation at Suicidal to keep the AI competitive. I think the AI gets something like 300% as a base mil production at Suicidal. So, each AI factory is worth 3 of yours, each 3x tile with a factory is really a 9x tile, etc. Have you viewed an AI mil prod planet and compared its shields to your mil prod planets?&
I think the Mil SBs can be useful not as a defensive aid but as an OFFENSIVE one. That is, one can take along a fleet of constructors when pushing deep into enemy space. Then, build the base where major fleet battles are expected. In DA, make sure it extends onto planets with the fleet defense structure and a lot of ships. In TA, this might be any planets where the enemy has lots of ships (in TA, they will have built the empire-wide defense i
I have a follow-up question. Is there a way to tell what the AI slider settings are on any particular turn? If all has been researched and all buildings built, the AI may simply reset the sliders to 100% military (ship) production, rather than divert some to fund the social production necessary to convert labs to factories. As long as the AIs did that reset (100-0-0), the Suicidal bonus should make them pretty tough, given all the industrial sectors and stock markets the
Yes, the Research Victory seems essentially to serve as the game designers' feature to defeat the sustained stall strategy. In which case, it may not be entirely fair to turn that Victory Condition off and then make that specific criticism. I am not sure the programmed opponents alter their styles in accordance with victory conditions; I doubt it. Note that the All-Factories strategy is another variation on your theme.
Are you playing TA? DA? Or DL? In DA, a factories-only approach makes for relatively easy victories up through a couple levels above tough. I think that was nerfed in TA. My first guess is that you may need to manage your sliders a bit differently and perhaps re-sequence what you research. My next guess would be that you may need to revise your colony rush, including when to stop trying to expand.
Willy! You're good! What a straight guy you'd be for a Johnny Carson type! ;-)
One point to keep in mind concerns the motherboard. If one buys a system with an OS like Vista installed, it is the motherboard that the OS provider considers the OS tied to. Replace the motherboard, and the OS provider thinks the PC is gone, unless you petition them for an exception (like your motherboard just got fried by a lightning strike, or maybe your cat ate it).
Are you asserting game logic in the same game as the DA MCC?
IIRC, you do get some nominal amount back. In my current game, I just flipped a planet and decommissioned the influence bases I had built around it and got 40 BCs fo9r each. One had no extra modules and one had a 25% bonus module on it. I do not know if one gets money back for destroying mining bases or asteroid field mining facilities. It would be simple to test, but I won't be able to game until late today at the earliest. One point to consider is that, aft
One more bit. It may show only one module available, but it is quite possible that the addition of that module will make one or more others become available. That is, the one module may be a pre-requisite for one or more others. Oh, and some modules will cost money to add, and others will not. Once you're Evil, I think all modules are free.