I got busted by it, too. I spent ability points for the extra trade routes, researched the trade routes, and even got the UP vote for more routes. It's probably some interface issue that will hopefully be resolved.
doktorstick
Does being evil affect morale? If not, it should. Otherwise, evil is too attractive an option from a benefits standpoint. Taking the good path really has no attractive benefits. While from a role-playing POV, it may make sense, it just doesn't jive with winning. The reason why I suggest being evil should affect morale (negatively) is just because the leaders are evil doesn't mean people are. /ds
(P.S. "they should" refers to having both a PQ bonus AND colonizing lesser worlds.) In fact, they should have a pretty hefty PQ bonus, or not be as affected by lower PQ planets. They are machines, afterall. /ds
Do the Yor (machines) have a PQ bonus? If so, why don't that colonize PQ 14+ stars? If not, they should. :) /ds
OK. Good to hear that there isn't a fundamental flaw with additional colonization. Perhaps I had the AI in such a bind it couldn't afford to do it. But, aside from that one instance, it does seem like the AI slows down in the mid-game and flounders. To that end, does anyone know when the next major AI patch is expected? You know, the one that uses the strategies employed by the top metaverse players--to play more "human". /ds
Starlanes: Create jump points between two systems (perhaps with starbase modules) that allow ships to move faster than their normal rate. Once entering the starlane, you can't leave it. This helps move slow moving ships across the galaxy quickly (like transports), but has the penalty of committing the action. The technologies to do this would be pretty far down the tech tree to help facilitate late-game military play. /ds
The way, IMO, that the bonus should be calculated is across modules across starbases per sector. The bonus to that module is dependent on the number of starbases with that module. The bonus from extra modules is exponentially decayed (say 50%). In other words, the bonus from the same module in a system would be: SUM (1..m) { (1-r)^m }, where 'm' is the number of same modules. Using r=.5 (50%), the theoretical maximum you can get is 200% of the module'ss bonus (i.e, +10% becomes +20%
I often use military deterrent to prevent the AI from bothering me. The problem is that if it, like me, can see orbits around my planets, it will know that I am sitting on a bunch of anti-matter missiles and battle axes. I know its planets have a bunch of cruddy star fighters. (BTW, the AI doesn't upgrade his crappy ships in a starbase even when you go to war with him--only after you destroy that defender will it build a new one. Lesson: Don't attack planets with poor defenders until your co
Howdy. Has anyone observed the AI falling asleep during the mid-game? It seems to to _very_ well during the opening phases, but when it gets to the mid-game (around battle cruisers/battleships) it falls asleep. I liken it to a weak chess program with a good opening book database--it knows the moves it needs to make up-front, but when it gets out-of-book it doesn't play well. (The underlying complexity is magitudes greater for Galciv, but the analogy serves its purpose.) For
Howdy. I've noticed the AI building multiple (3) un-upgraded starbases in the _same_ sector. This happens often. /ds
Howdy. If you have a starbase with trade modules on it, do you get a income from routes going through the sector? This includes routes between two other civilizations. Thanks. /ds
It's not a starbase number that is the problem, but the bonus stacking from modules. I've posted a few times that more same modules you have in a sector, the less beneft you get from each additional module. /ds
Granted, I have not played beyond Intelligent level, but I too have noticed the weighty benefit of resources. /ds
> #14 by Avatar Frogboy - 4/14/2003 11:04:59 PM > > Try making them good. I occassionally play with the roles reversed (Drengin-Yor good axis; Altarians-Torians evil axis). The Drengin often end up being at the top of the heap, too. In two games, they required a "pacifist" fee. I eventually reject it and they come after me. In one case I was good and another neutral. When I was good, the Yor (also good) told me the Drengin were getting too powerful and we needed to
On medium and smaller galaxies, it is my observation that the scout ships gain a reasonable level of upgrades. However, in the larger maps, my ships (I usually build two) are able to dominate. The typically end up with a defense near 40 and 200 hp. Their attack ranges from 4-20 (there seems to be more defense boosting items). I then use my beefy surveys as roadblocks when I go to war. The AI throws themselves against the rock that is my ship. They are also escorts for my we
OK. I'll go look. Sometimes I lose the threads I post to since you can't track your threads...
Howdy. It isn't clear to me when you get the bonus from starbases that have trade modules. Does the trade bonus apply to the entire route? Or only in the sectors the freighter is in that has the starbase? And if it is only in the starbase sector, would an inverse tractor beam screw you over because the freighter moves through that sector faster (and therefore gets less bonus trade)? Thanks. /ds
Howdy. Does it make any difference to the monies received from a trade route when a freighter passes through sectors with stellar wake and/or intradiction beam modules on starbases? /ds
Typically it is bad form to have multiple main characters whose name starts with the same letter. I can understand the want of change. /ds
I disagree with the massive bonuses you can get. Here's what I posted in another (related) thread: The way, IMO, that the bonuses should be calculated is across modules across starbases per sector. The bonus to that module is dependent on the number of starbases with that module. The bonus from extra modules is exponentially decayed (say by 50% for each one). In other words, the bonus from a module in a system would be: SUM (1..m) { (1-r)^m }, where 'm' is the number of modul
Asharak, eliminating duplicate routes is not mutually exclusive with strategic decisions. You can still decide to trade totally the Empire A becuase they are farthest from you, but use several systems instead of just one. The strategic benefits and disadvantages still apply. That being said, I think having many trade routes between two systems makes sense. A trade vessel cannot meet the demands (presumably), and with multiple you get more of continual supply of goods. What I
The quote is a bit off. Starship Troopers.
From a technical POV, I'm curious to how they are going to improve the AI with the game data. Are they using the data to train an evolutionary system? Are they just weighting technologies and production based on what successful players do? /ds
Well, I find that, for the most part, posts from Stardock are the most interesting, either because the address a particular issue or clarify in-game behavior. With that said, it would be nice to have an icon on threads that indicates the presence of a Stardock post inside. :) /ds
That's a nice thought, Za H.