Am I the only one who saw a Sideshow Bob reference in Brad's comments about "attempted" fraud?
uruguru
[b]A real human is not going to mess with that every turn though. [/b] You give us far too much credit LOL Anal-retentive resource management was the only way to overcome the AI's production advantages at the highest difficulty levels. It's why I hated to play large maps.
I certainly hope that being good isn't as "rewarding" as being evil. If you needed incentives to be good, then that would kind of defeat the whole point, wouldn't it? It's the "road less traveled" for a reason. I consider it to be an added, and optional, difficulty.
Weapons of Mass Destruction (i.e. planetary genocide) Organ Farming (breeding clones for organ donation) Involuntary Euthanasia (to weed out the unfit) I could probably think of plenty more but I'm not too familiar with the game mechanics.
Obviously, MOO3 did get a free ride with reviewers. Considering the legacy of the *name*, I'm sure many reviewers were subconsciously predisposed to find the good in the game and assume that the bad would be fixed by the release date -- because they also wanted the game to succeed.
From what I understand, you can "design" your ships statically, in configuration files (think: Civ 2)
Jay, I hope you're right but, in fairness, we have heard that line before. If the player reviews are consistent with the beta test reviews, I'll buy GC about a week after it comes out.
I was under the impression that "Intelligent" is the level where the AI is working fully but without any production bonuses. If you can beat that level consistently, then Stardock would probably want to know so they can tweak the AI. Bragging about beating anything less than "Intelligent" only leaves you open to the criticism that you are not playing the full AI.
Thx, but you may be giving too much credit to the human players! LOL
Will there be a difficulty level where the AI is playing its best under the exact same rules as the player? Just curious.
How can these rules detract from the game? If you want to re-establish your ally on their homeworld, then do it. If not, then don't. It doesn't detract from the goal at all but simply provides another option for good players. MOO3 has nothing to do with this.
I am very curious how you will prevent piracy with this method. What prevents someone from taking a legit & complete copy of the game (w/ BonusPak) and making it available on a warez site? Granted, I don't know all the ins and outs of warez so this may be a stupid question. :p
I just don't understand the thinking. There would be plenty of your allies living on your planets. Obviously, many thousands of individuals will be spread across different planets in the galaxy. So there would certainly be representatives of a former ally able to resume control of their homeworld. I'm just saying that it could be an option for a "good" player. Obviously, an evil player would never return a homeworld to a former ally. But on that dinstinction lies the d
if your mac friends want to play computer games, their need to clue into the market and make their hardware purchases accordingly. If not for games, I would not be running Winblows on my PC.
Will the AI use custom-made ships effectively? This was kind of a problem for Civ2 when it allowed this feature.
the reality is that the majority of gamers are solo players, and we are long overdue for a TBS that hasn't used MP as an excuse for a poor AI
multi-player is the absolute bane of turn-based strategy games. I, for one, am glad to see a company take a stand against it. The effort made to implement MP takes away from AI development, which kills SP.
well, it was just an idea. When playing a good race, I think that reinstating an allied race onto their homeworld would be a nice option to have. Now whether the AI would do that for you is another issue.
I guess I never thought of conquering an enemy planet as equivalent to genocide. Why would a conqueror waste perfectly good slaves?
it wouldn't mess up the AI at all. The conditions would be pretty clear: After conquering a planet: 1) am I good? 2) is this the homeworld of an ally? 3) is the ally eliminated? 4) was the ally good? Seems like a pretty narrow possibility, but as a good race I would like the option to return a recaptured homeworld back to my ally. There's certainly plenty of historical precedent for it.
Or you saying that your allies would not grant you asylum?
I think a mothership would be an unnecessary complication. If you have allies, there would certainly be plenty of your citizens living within its empire even if your homeworld was captured. There are plenty of real-world examples of this kind of diplomatic maneuvering. Of course, you would never see this behavior from an evil ally.
Let's say that you are playing a "good" civ and you are allied with another good civ. OK, some evil race comes along was wipes you out and ends the game. But... in your defeat you continue to watch the game play out (I had earlier asked if this could be an option...) Would it be possible, if your old ally recaptures your home world, to have the planet returned to your control? I was originally thinking about it from the other way. If your ally is defeated and you recap
cool! I would hate to invest dozens of hours in a game only to not see how it turned out... especially if you had developed any particular animosities (or friendships) with some of the other races. I am a longtime MOO fanatic and am hopeful that GalCiv will save what seems to be a faltering genre.
If you lose a game, will it be possible to play out the remainder of the game as an observer, simply to see which race eventually wins?