erischild

erischild

Joined Member # 4577343
13 Posts 624 Replies 1,193 Reputation

As of 5.83 you cannot go back and pick range, like you mention in your example. That has been disabled. You have to find an AI that made the other decision you want and can be convinced into trading tech. That means UP tech trading blocks can get even more effective and/or painful. It is messy and pushes you to use diplomacy to fill in gaps in your technology. It will drive perfectionists crazy. They will complain loudly and the devs should consider such co

58 Replies 256,990 Views

[quote who="Franco fx" reply="6" id="3538942"] Big changes, The high powered anomaly pirates mean you can't auto-survey (can't anyway until they fix the bug), and the need to fleet you surveyor changes your research dynamic, which has a major effect on overall strategy. [/quote] Ain't it wonderful! I have been sending out throwaway survey ships until I can tech up a decently armed survey ship. That worked okay, though I cursed each unar

8 Replies 7,384 Views

I took the trait that gives me my first building rushed. I usually choose a factory. When I reach the stage you are talking about, I start planets with a free Farm and that helps a lot. When I pick up enough techs or resources to boost my initial food, I can switch to starting with other improvements. Another thing to do is put the planet on an individual setting to all production for the time it takes to get the farm out. It minimizes the starvation.

3 Replies 2,063 Views

It is a lot like the cliche montage sequence where the master teaches the student by whacking the student over and over with a stick until the student learns to stop it. It both cruel and inspiring, and there should be swelling background music. :) I can tell the difference in behaviors, even with the version we have and the few skills I have. I knew this would be one of the more interesting parts of the project. I am getting a deeper appreciation of AI subtlet

14 Replies 58,898 Views

[quote who="kestlstw" reply="18" id="3538790"] Choices are exactly my point, my choice to get all three specializations is a choice. [/quote] You and I understand choices differently in 4X games. To me, the point is to have decisions that are either one thing or another, mutually exclusive options, or combinations that don't work as well as others. Stardock seems to like to put in ways for

58 Replies 256,990 Views

As to my experience/perception with surrender in GC2, it's not random, at least not completely. It's based on who they like a lot better than the folk beating on them. I have made friends with losers and gotten them to surrender to me instead of others. You have to start making nice before warfare breaks out and it is not guaranteed, but it can be quite a boost if someone is surrendering kinda early. I am hoping some version of that carries on into GC3 and they

51 Replies 208,111 Views

The more I think about it, the less I understand why one constructor should bring a starbase up to full upgrade. It really shouldn't work that way, or what's the investment value besides a few credits one way or another? I can see where you would want it, but I don't see why it should be so easy it's near automatic, even on insane maps. It has to be a subjective and meaningful difference between setting up a basic starbase and outfitting one for maximum benef

86 Replies 306,481 Views

You will always have the latest version because of Steam updating. If you are interested in the early opt in for each patch to the Beta, keep an eye on these forums. There will be notice that an opt in is availible. Otherwise, if you wait less than a week, the opt-in will become "official" and distribute to all owners of the game. Then you will have the same version as us eager beavers. Welcome to the Beta!

9 Replies 10,078 Views

[quote who="SwordOfJustice1" reply="24" id="3536531"] I sincerely hope the developers do improve the game so I can play it with some kind of reasonable settings on a 4GB RAM machine. I bought the game in good faith. [/quote] I sincerely hope the developers find ways to improve the game so you can play it with some kind of reasonable settings on a 4GB RAM machine. However, I do not believe that you can in good faith expect it. Your expectation

29 Replies 158,451 Views

I thought this sensor ship depended on late game sensor and miniaturization and hull techs to achieve the effects described. Are you saying that turn 50 is a reasonable expectation of that capability? Either I don't understand the trick being described or turn 50 seems exaggerated enough to be actually false as a claim. I don't consider bee-lining as a terribly practical strategy, not to the point of neglecting economy or military, that's for sure. If

61 Replies 229,585 Views

In one of the dev streams, Paul was proud to point out that the city lights did reflect the development of the planet. It was the same "Isn't that great!" attitude he has now about eclipses on the planets. :) He didn't specify whether it was population or building. It's likely to be some combination of both, I suspect.

66 Replies 194,845 Views

I am thinking it should end up as a set of sliders instead of a few steps of settings on a list. It seems to be such a subjective thing. If we had a bank of sliders like an equalizer display and they had markers saying "deluge", "abundant", "common" "rare" "Where'd they go?" then we could nudge and adjust to our hearts content. Maybe there could be some for clustering and minimum distances between stars, and other factors. A small wall of sliders to geek ou

3 Replies 2,449 Views

I find it strange that this is not happening to me. Over three games I have built this pattern: I colonize hard and build an economy focused on production and population. I also chase down approval artifacts. I work in enough military techs to keep current but don't make military ships yet, just colonies and constructors and survey. When I meet the Drengin they are bigger than me and more powerful and they declare war immediately. They threaten

7 Replies 25,636 Views

[quote who="econundrum1" reply="18" id="3537771"] Unfortunately most people don't expect to have to read all the documentation before playing a game for the first time and I'm also not sure tooltips are going to be noted by everyone. [/quote] I don't think that is particularly true in the audience for 4X games. It's not that we are an elite group or anything, but it is a demographic. Granted there are always those who plunge i

24 Replies 60,196 Views

[quote who="Rincewind57" reply="15" id="3537602"] One worry I have. Can we have an option somewhere to change AI based on map size, or have this implemented automatically? I'm wondering what percentage of players will play (and more importantly finish) an insane 128-player map. I tend to favour small maps and I'm worried that trade-offs will be chosen to suit a small percentage of players on insane maps, where more complex AI would work fine on the smaller maps. In gen

30 Replies 97,921 Views

[quote who="econundrum1" reply="9" id="3537579"] Just to point out to those of you who like this "Feature", it's incredibly unfriendly to new players who are left scratching their heads as to why the new improved factory type they just got through research doesn't show in the build-able list on their colonies. Would not be surprised if more than a few support tickets where raised about the bug of new buildings not appearing on the build list before they realize that on

24 Replies 60,196 Views

[quote who="Taslios" reply="11" id="3537597"] Player selects Factory 4 The game Builds factory 1 > 2> 3> 4 in one continuous queue with the added value of the previous build going to the next to speed things up. [/quote] This part does not work for me and possibly others. I want it to build a level 1 factory, and then go to the next item in the queue, which might not even be a factory. I wan

24 Replies 60,196 Views

One of the interesting points I remember is that a ship is totally helpless while upgrading. I propose we increase the upgrade time a little and keep the helpless condition. It helps dissuade people from abusing the remote upgrade in the middle of a combat zone. I do think it needs to be more expensive remotely than at a planet or starbase.

18 Replies 73,077 Views

I did a few minutes of looking over Brad's shoulder via the stream. It was interesting and I appreciated it. I am much too rusty on coding, but it looked familiar and I could follow what comments and logic I was seeing. Brad wasn't stopping to show you what he was working on and you had to take what glimpses you could get. That was fair, I thought. Then I remembered how much I hated people looking over my shoulder in real life, and I signed off. I

24 Replies 78,373 Views

If I watch a battle and set the speed to other than 1X, watch it, and then hit the replay button, it resets the playback speed to 1X. It also does not remember the speed setting for my next battle. I still have to push for the cinematic mode being more a series of still camera shots. It is poor movie making and does not show off all your work very well at all. Also, it needs an RNG. It shows the same sequence over and over as you replay.

1 Replies 2,466 Views

A long evening of gameplay, and much too much fun. Here are some reactions. All in all, there is some impressive progress! I started with 3000 credits. Change notes said 1000. I see in another post this is part of Custom races, which I was using. My custom faction carried over. Thanks! My starting Scout ship for my custom race, "Everybody Else", is now named a "Vision Giver". That is an interesting and creative touch. My starting Co

0 Replies 8,046 Views