So the minor AI races shouldn't get wonders? The Carnoids are cranking out one after another in another game I am playing. By the time I find their planet, they already have like 20 million people on it and are much farther down the tech tree than me. I don't think I am doing anything wrong, as I don't have too much trouble with the other major civilizations in the galaxy. The other major powers don't seem to be able to kill the Carnoids in my game either.
Kvim
Actually, they are building a wonder every few turns :( They have 1 gia planet and a system with 3 20+ planets in it. In most of my games, the minor races are the main challenge.
With 3Z and 3Z-1 I have had the Carnoids crank out wonder after wonder. And also all the Omega facilities. They did 2 wonders and 2 Omega's in about 10 turns. I am not sure where they are on the map, but I think they only have 2 planets. Should minor races even be allowed wonders?
So Brad, How much of the programming do you do? I have this vision of you sitting there all last night cranking out a new versions :)
About the GUI that Steevodeevo mentions, perhaps start at neutral and go either good or bad? Have the good one be white or something?
I posted this on the main comments screen for Beta 3Z, but figured it would get read more here. Can we get the ability to spend money on anti-espionage? With stealing techs being enabled now, I think it is fairly important. Thanks.
I started one map right next to a major AI, saw him construct a constructor on the 2nd or 3rd turn of the game and build a starbase on a resource right next to us.
Heh, I started a new game and by 2183 the torians had battlecruisers and a full starbase. That is with one star system. This is on average difficulty. Is it supposed to be this hard?
Regarding your AI speed and such, one of the great features of the OS/2 version was that you had the AI thinking while the player was making his turn decisions and such. Was there no way to implement this on current windows systems? One would think that a thread for each AI could be running in the background.
Any possibility of making sentry mode NOT use up all the movement of a unit. Several times I have accidently put a unit into sentry mode (either putting a large group into sentry mode, or focus looked like it was on a different unit) and then wanted to move it or attack something I didn't notice sitting close to me and had to wait till the next turn. Usually said object I want to destruct kills one of my transports or takes a planet, something bad.
Yeah, its kinda silly. Might as well just have one AI player that starts with 5 homeworlds to fight against :notsure: You have a chance of surviving it on a large map, but on a small map it is over quickly.
Jack, Actually, they weren't losing too many ships as they couldn't attack me due to other bugs. If you can withstand their onslaught for long enough, eventually the go into a tail spin, but if it wasn't for the ship attack bug...I would have been dead long before that point I fear. So, due to a bug (in my opinion) they can produce a ton of ships with a positive cash flow/account, then attack me while hemoraging massive amounts of cash. Due to another bug I was able to withstand th
I had been wondering if it was some library or something I was missing since it has been this way since the start of the beta. I have been here lurking for a long time, just started posting a lot since I have had time to play a bunch. A more configurable forum or tie-in with the newsgroups would be handy for looking up older stuff.
I tried a tiny map last night with the AIs all set to smart. Everything starts ok, but then all of a sudden all of them seem to surrender to each other. Few bugs in this btw. Some would surrender to each other, but the planet would change to grey on the map, and the icon on it would change to a space monster. I think that was the ones that surrendered to yor. Anyway, after this my one non-homeworld colony rebelled to the other race :( It made for a short game. Also, when my colony
I have seen the ships stopping early bug a lot lately, and not always at 2 tiles from the destination. I have also had the ships not being able to attack in every game I have played.
Nobody else has this problem? Or am I missing some sound manager?
Err, what effect Azog?
Oh, one more: W - Wait Would be nice to put a ship at the end of the move queue so you don't move the wrong ships at the wrong time. I hate it when I attack with my transport instead of the battleship :) Kvim
Could we get a few thrown in Beta 4? G - guard S - sentry F1 - Sector map F2 - Planet list F3 - Ship/fleet list F4 - Domestic Policy F5 - Foreign Policy F6 - Research Just a few off the top of my head, maybe put the bindings in a text file so it can be changed if someone doesn't like them? Thanks, Kvim
Well, I figure they are a joke item for the beta and that it would be good to remove them so they don't get into the final release accidentally. Of course, if they plan on releasing them in the final... Kvim
You can attack the ships. Put your ship on one side of the ship you want to attack and then click on the tile on the opposite side of it. Your ship will attack the ship when it tries to go. Kvim
Oh, another bug, kinda: When on the main screen and you click Planet list or ship list, the sector map button stays depressed. But you can (and have to) click it to get the map back. The planet and ship lists don't stay depressed. This actually seems to be working the way it is intended, but I think it makes more sense to have the buttons stay down that you are currently using. Kvim
The ships stopping early seems to happen a lot when the destination tile changes. Like when you build a space station there and the other constructors on the way stop early. At least that is where I see it the most. Kvim
Thanks Jack
Currently it looks like you can only have one govener that makes all the planets build in the same manner. Is there a way to set each planet to one of the 4 goveners? I looked but didn't see a way. If not, can this be added? Kvim