try searching for "moo3" on the board. there are many posts comparing the two. cheers h
Horatio
what level are you playing on? cheers h
has anyone played through a game with the latest version? the AI starbase strategy is supposed to be significantly improved. which would make this thread moot. i started a game, but i didn't have enough time to get to the stage where starbase strategy becomes important. cheers h
does this version include the new intelligent AI (and higher) combat algorithms? or is that coming in a later patch? cheers h
whoops. just noticed that there is a search function. has that always been there? oh for an edit function... :p cheers h
next time use the non-existent search function before posting. ;p cheers h
there's a bug where a terror star will suddenly get the same movement as another ship in it's "fleet". i've had it happen in one of my games when my terror star was being escorted by a dreadnaught. the "culture bomb" strat. and the AI's inability to deal with said strat. has been mentioned repeatedly on the board. hopefully the AI will be improved in this department, or "defections" made more difficult. cheers h
i have noticed this as well. once you've become significantly more powerful than any single AI player, you can easily culture bomb them to death since they'll be reluctant to fight you. but they hardly react at all to culture bombing anyway. hopefully this will be improved at some point. cheers h
actually, "crippling" only corresponds to genius level AI. "masochistic" is incredible AI. however, this minor oversight doesn't invalidate your complaint. i agree that with the current state of the AI, resources (especially military) provide too much advantage. i suggest we wait to see if the promised AI improvements ameliorate this problem. your statement: "But even if the AI is somehow fixed to defend its starbases tenacously, this wont fix the problem of resources being ov
why not just use battlehammers instead? they're available at essentially the same time as frigates, cost the same, same attack & defense, have twice the hp and cost less to maintain. their only disadvantage is they're slower and have a shorter range. i always use them for my first big offensive campaign. cheers h
brad has stated that he's written new tactical algorithms for the AI that will kick in at Intelligent and higher levels. i'm sure an update will the new stuff will come out soon. there will be a performance hit, though. this is why they were not included in the first place. and yes, all the complaints in this thread are totally valid. the AI does the same things on "incredible". cheers h
i won with a fairly good start and early access to two military resources. this was on a large map. 1. get as many trade goods (just lease them as soon as they're available) as you can and sell/trade them with the AIs. 2. avoid war at the start of the game, even if it means paying the occasional tribute. once you have battleaxes, feel free to start pissing people off. 3. military resources. these are VERY helpful. cheers h
frogboy: sweet! i guess i'll be holding off on starting a new game. awesome work brad. i can't wait to actually get my arse kicked by the AI. dikdirk: great idea! i think civ2 had something like this. a single, global "credibility" value that gets lowered when you abuse peace treaties would be cool. cheers h
1. crank the AI level. the AI generally will only be really aggressive if it has an edge over you. this will happen more often on higher AI settings. 2. play pure evil. that means all the good AIs will want to kick your arse. especially those damn altarians. i just played an evil civ in a large galaxy on high AI settings and, after the initial colony rush, it was more or less constant conflict. very fun. cheers h
i'm pretty sure that you lose the tribute once you restore a savegame. i had the Torians paying me ~400 for 50 months (they wanted peace REAL bad). their last planet defected to me, but the tribute didn't stop until i quit and reloaded later. cheers h
so i'm to understand that this is a later build than 1.02.042? cool! cheers h
i totally agree regarding the dreadnought. a dreadnought will rip a phoenix or battleship to shreds, it's about evenly matched with a ranger ( but costs much less to build ) and it's slightly worse than an avatar, but again costs much, much less. really there's no point in building anything else until you hit overlords. and yes, the military AI isn't too bright, but i'm sure brad will fix it up a bit. cheers h
i find the cultural victory movie to be, well, a little bland. so i hit esc to skip it. bad move. the game tries to start the next turn while simultaneously displaying the "results" screen. you can kinda click on the "done" button, to submit to the metaverse (which worked), but then the main menu is all wonky too. cheers h
i meant no offense. i thought it would be an easy mistake to make since the mechanism is similar. i was under the impression that the AI could only win via conquest as well. i'm pleased to hear otherwise. cheers h
did they win a cultural victory or did all your colonies defect? they're two different things. cheers h
really? i've won wars because of a strategically placed military starbase. a fully decked out military SB gives +12 attack, +1 defense. if you can't slaughter everything that comes into your system with one of those then you're probably screwed. cheers h
well, as i try to rescue this thread from silliness... yes, dreadnoughts are extremely cheap considering that they can rip battleships to pieces. i think dreadnoughts and battlehammers are underpriced compared to their usefulness. i've never actually built a battleship in any of my games, since it's smarter to build 2 battlehammers for the same price. avatars are also waaay too expensive. 650 for a mild improvement over the dreadnought? cheers h
there's been a lot of threads on this topic...the documentation really needs to be more clear. from my experience the following applies to trade goods: 1. only one civilization can "build" them as a social improvement. they then have a monopoly on the good. if the AI is building the trade good after you've already built it, then it's a bug. 2. you can sell/trade the good to other civs. if you do, they will get the "benefits" of the good but will NOT be able to trade i
this is only vaguely related, but has anyone else noticed the AI's extreme aversion to battlehammers? their huge hitpoints (more than a battleship or dreadnought) and high defense make them totally indestructible and they only cost 200 to build. they're also available at a fairly low tech level. but the AI almost never uses them, prefering to roll out pissant frigates and cruisers in huge numbers. i agree that the military power graph seems slanted towards "quantity" rather than "
in my experience, the trade good becomes inaccessible if you conquer the civ who built it. i took over a minor civ with two trade goods. however, i forgot to try "canceling" the improvements in the details screen ( a trade good is treated just like any other social improvement ) and then rebuilding them. anyone have any luck with this? cheers h