You might be right a great deal of things are not working...yet. Keep in mind there is a bit of random too. I'd do some more testing but it sounds like defenses might not be working, or alternatively the enemy you thought had 30 missile def actually had 30 beam def and it just didn't show up correctly. The def thing was very effective in gc2, maybe too effective it might work slightly different, I havent heard anything one way or another. I dont see ship leveling either.
twilight024
I think the AI would not use it unless it was programmed to use x item at y time. The video stream said AI will choose buildings to maximize bonuses, but only so far. I dont think the AI see's stuff like a human would ie read the bonuses. Rather it already knows what building is going here or there. Any new buildings it would ignore as it hasnt been told to put it here or there.
[quote who="killswitch469" reply="5" id="3507719"] This is probably outside of the scope of the game, but I would love to be able to design components. So maybe you have laser technology, but you could design a heavy laser with massive batteries that greatly slowed its firing time, but increased its damage. Easier to hit large targets and do massive damage, but harder to hit small/fast targets. [/quote] Could potentially open up fast med and slow weapon technologies. slow ha
[quote who="DARCA1213" reply="5" id="3507441"] Money, money, money, money, money. Then its build, trade, build, trade, build. Finally its money, exploit, start proxy wars, finish them while they are weak and poor, and lastly I win. Maybe I hold off on the winning and play for 100 more turns if I like the map? [/quote] If you have so much money, I wonder if you can just buy an empire? Have you ever tried to buy an enemy planet? I've seen some people get cra
[quote who="Larsenex" reply="48" id="3507382"] Lots of good information here. Personally I feel we should not tamper with hard coding such gates or restrictions into the game. Leave sliders or such in game and let each player, play how they like. Some like the expansion some don't. Let each have his choices and enjoy their game. [/quote] Aye, this is why I hated civ5. I was so accustomed to gc2's wide empires and civ5 demanded yo
[quote who="ronnie76" reply="46" id="3507334"] I think modding colony module cost and or colony ship range is too easy to mod to fit each player's preferences, that I prefer the devs not even worry about it at this point. Am I the only person that feels this way? It's so easy to mod the ship modules and techs that you can tailor the rate of expansion to just about any level. You can make it take more research to unlock colony modules, make colony ship
Current ver is very unstable this happens frequently for me
How about global thermal nucular war?
[quote who="admiralWillyWilber" reply="12" id="3507267"] . You could identify the ships by modules weapons or defenses and scouts. A scout is basic all a undefended ship with no modules. What you [/quote] Problem is learning computers don't exist, when they do your new robot masters will inform you :) Currently we can not program computers, or humans, to anticipate intentions. So with these limits to keep the game challenging in the higher difficulties they have to let i
Starcraft was able to program different ai's for different strategies i.e. turtle, all in rushes, air unit push, etc., this made playing the computer more interesting because you never knew what you were going to get if it was set to random. For the different difficulties levels I'm not sure if they get bonuses or have more pauses between actions. Pauses between actions would be an easy way to have different difficulty levels for the AI. However rather than pauses AI would hav
[quote who="RobTzu" reply="42" id="3507214"] Colony module mmanufacturing cost needs to go up. Right now a base colony ship is only marginally more expensive than a scout ship. [/quote] Maybe they should put an optional slider for colony expense. I'm not sure but that might "break" the AI if it was unable to compensate for the need of a different stratagy
[quote who="RobTzu" reply="42" id="3507214"] Colony module mmanufacturing cost needs to go up. Right now a base colony ship is only marginally more expensive than a scout ship. [/quote] Seems about the same as gc2.
[quote who="Tohron" reply="4" id="3507203"] Quoting Gilmoy, reply 1 Extreme sensor capability is -- cute, but how do you actually use that to (help) win? Does it mostly help you to not-lose, cf. Battle of Britain? (That requires an enemy who's actively attacking you.) Have you been building new sensor
[quote who="admiralWillyWilber" reply="38" id="3507141"] That was o he thing I liked about galactic civilizations is that it took time before you went to war. For me war is not the most important part of the game. [/quote] And managing the AI to not go to war was a limiting factor in GC2. You could only "turtle" for so long before you would have to come out with some ships otherwise you would be deemed weak and ripe for conquest. You could of course buy time by paying other
yeah, id like to see smarter AI ie more efficient building placement, scouting and research priorities. For example the beginner could flop around scouting having to double back to explore a missed star system or build manufacturing and econ buildings next to each other and progressively get more efficient. I am skeptical the AI could ever really challenge a human with current programming limitations so with that in mind I would not mind the AI getting bonuses at the top end. I do want the ga
I wonder how much maneuverability will have to do with fleet battles. This will hopefully be a new source of depth to ship customization and fleet makeup. Will fleets end up following mmorpg functions tank-dps (doubt any ships will heal). Will we end up having a large ship with only defenses out front to soak up fire and tons of smaller fighters with just weapons piled on pour out of these larger ships.
Alpha planetary invasion sounds like the spore weapon from gc2. I forget the race but it was the 3rd tech and it would always take over a planet no matter the pop. This was especially effective vs minors and close neighbors capital planet. It should be to some disadvantage to race to planetary invasion i.e. research time would give other AI time to colonize several planets, or get defending planetary ships (why does AI never defend planets currently?). However, it
I thought in gc2 the AI got more or less bonuses. It was always equally dumb, just got the unfair advantage of more manufacturing, econ, and research bonuses to make up for it. Also seems they naturally can see everything and don't require scouting to colonize worlds they just go straight towards it.
[quote who="kestlstw" reply="10" id="3506998"] Paul has talked about how IA races will be controlled by attributes, one of them being how aggressively expansionist they are. Thus GC2 minors are not at all expansionist, GC1 minors were just as aggressively expansionist as majors. What everyone is arguing for here is the ability to set the level of expansionism for minors. I would love that option. Having the option to have minors not expand i
[quote who="admiralWillyWilber" reply="18" id="3506898"] I think it is possible to have an adaptive air. It really is a matter of mining the previous games as many specific lists as possible how the human player interact what they research how they build planets based on classes types of planets wonders and buildings. How and when they militarily research. What they do with it. How they build ships versus your ships. How they spend money and grow population. How they build star bases. Ho
[quote who="Glostakarov" reply="14" id="3506916"] Posted some years ago by I think Frogboy: Reduced 55% Original 1024 x 795 [/quote] WOW
I'm guessing that means no
Is AI Intelligence working? I notice no difference in beginner to godlike...
[quote who="AuraBoy" reply="29" id="3505202"] Extreme Worlds will be awesome when they are implemented! But in addition to them how about barriers on the map? Areas of the galaxy that are blocked off by natural phenomena? These could include: Tight clusters of stars on the map that are surrounded by dangerous nebula which you need specific techs to fly through. Specific star types that are dangerous to fly near in ships like Pulsars or Magnetars which cou
[quote who="charon2112" reply="26" id="3504975"] " Inherently, the OP is correct. There really isn't much of a penalty to rushing pop and colony ships and taking every bit of dirt you can. Other factions can't invade you for a looooooooong time. By then, your colony is built up. Bingo. The main thing that should slow expansion is danger . MOO2 for perspect