Sounds interesting but I can't help but notice comments like, and I'm paraphrasing here, "when the majority of my playerbase gets the relevant hardware". I trawl a lot of strategy game forums and I think we all realise that Brad is seminal in his approach to AI. He IS at the forefront of his craft every bit as much as Peter Molyneux or John Carmack, perhaps more so because their best work now seems behind them. t I see a lot of "in the future" comments, which is great but I'd li
SithUK
Marvin: I too like the idea of a constructor free upgrade path for starbases. Building a "constructor" to deploy a starbase is fair enough but having to micromanage hundreds of the little devils to upgrade is a nightmare!
Wasn't there going to be a slider in DA to increase the number of turns the AI planned ahead? Those with very capable gaming rigs could set the slider insanely far ahead and get a super AI?
Hi, Can a beta tester give any info about the effects to the AI of increasing the number of turns they think ahead. Brad mentioned this in a journal entry and I was intrigued. My view on single player strat games is that the AI is a priority, I'm surprised to find myself in the minority otherwise this would already have been asked?
It does seem from the journal entries that Brad is seeking to make the large / small ship size decision much more strategic in DA implying that researching both ultimate logistics and the largest hulls won't be feasible in a game. He does mention that he plans to keep the issue where a large ship wastes all its massive firepower to take out one tiny fighter. He doesn't seem to be considering having each weapon pick a target sequentially to minimise firepower wastage. To my min
I smiled when I read this thread... one of my concerns is that the game becomes impossible to lose when you max out your trade routes with the stronger civs. I play at maso level with 1.4x and I still can't lose even with with a greatly weaker military position. By the time they finally do declare war I'm moping them up with high teched tiny hull fighter fleets. My advice: rush the neighbouring civ with troop trans at the initial phase of the game. Let them colonise fo
I too would like an interface improvement in this area.
The CPU Usage is going to require a lot more work. Basically, for many functions I'm writing a "HCPU_" function equivalent that lets the AI project further into the future. This will be a big deal for players who want to see the AI perform better tactically since a lot of "smartness" of computer players boils down to raw CPU -- how much analysis should the AI do about str
What AI improvements are in DA? I'm not interested in extra features, just a smarter AI. Thanks for the most fun AI in a TBS game yet. Still a massive amount of work to do to utilise my uber water cooled rig to the most though. Any way to make the AI "learn" or be smarter by using more of my PC's computational capacity? What about setting it up to play itself over and over again and save build orders etc. that work well? Anyone tried this kind of sandpit development technique?<
I love the capture ship / starbase idea but only if the AI can be coded to use it. I'm still despairing at how easy Maso is because I can just churn out Troop trans and take their undefended worlds at the start. Why don't they buy empty tiny hulls to stop this!?!?! My point is: Brad and his team have a LONG way to go before they get to the point where they should be considering adding new features. The AI is still much too weak.
Are econ starbases and the like not sector limited then like in Galciv 1? In galciv 2 is an econ starbase's range of effect based upon a numerical radius? /me runs to Galciv 2 wiki...
Guys, there is another thread on the boards which deals with this: https://forums.galciv2.com/?aid=130944#1048146 Its become the definite thread and some great posts are in there. Happy reading.
Excellent replies by Infoceptor and SleekDD. Have Stardock any info on sorting out the combat as per the above posts? Is the expansion going to sort it out?
Agreed Morberis, look what counterstrike did for Half-life's longevity.
Any non-combat screenshots? I'd like to see what is looks like on the galactic map with starbases, planets, ships, etc. Are the various race starbase gfx used from the shows?
I thought Stardock decided to make one of the primary design criteria for Galciv 2 to make it as modable as possible? If that was the case then wouldn't a design review have to have specifically authorised hardcoding something e.g. # trade routes? Any stardock employees want to pull the meeting minutes and post the justification? Was the AI code hidden for commercial reasons?
Thanks for the informative post Tertullian. I wasn't aware of Stardock's contractual obligations.
Maybe his name should be "unlucky" irishguy Seriously if you're so close to the breadline that a bill for £20 is coming in this month instead of January maybe you shouldn't be buying computer games?
Galciv 2 is £14.99 (delivered to door) at play.com http://www.play.com/Games/PC/4-/836791/Galactic_Civilizations_2_Dread_Lords/Product.html Why have stardock not lowered the price in line with the marketplace for its online shop? Seems rather peculiar considering no-one would pay more when its available for less elsewhere? The stardock online shop lists at $39.95 = £21.06 Is the online shop pricing in line with the US online shops? Does purchasing the
Hi, Which UK online shop is selling the pre-order collecters edition version i.e. the one with the printed tech tree etc? Thanks, Sithuk