leiavoia

leiavoia

Joined Member # 630552
8 Posts 174 Replies 2,274 Reputation

[quote]I don't want to get five hours in and have to restart again. [/quote] That's just a nice way of saying you don't want to lose ;-) I would recommend playing on Small/Medium but increasing your opponents to ~12. This makes it more a "knife fight" scenario where things get interesting quickly. Then you'll know sooner if you want to continue on with it. You can download more races from the steam thingy or Nexus Mods.

5 Replies 17,852 Views

This is not a bug, but it does make for some odd scenarios. The first game i ever played, I captured a minor-faction planet very near the Altarian homeworld. As soon as the planet was mine, it insta-flipped to the Altarians. I tried recapturing it, and it insta-flipped again. It's kinda cool that it creates an emergent system where you can't dive in and grab planets out of the opponent’s back pocket. On the other hand, the AI needs to know about this.

5 Replies 26,419 Views

I would argue that the "Battle Prediction" feature treads into "game plays itself" territory. The new Master of Orion has this feature as well and i think it makes testing your new ship designs less interesting when the computer simply tells you if you're going to win or not. Just a thought.

49 Replies 262,144 Views

What Naselus is saying is that if you double the galaxy size but also double the movement speed and sensor range, you just came back to where you started. It's the same game as the half-sized map. all other content being equal. I'm of the opinion that large maps should present the vastness of space itself as an obstacle. It should take forever to explore and to travel. Having a "fast paced large galaxy" is sort of an oxymoron to me. Pick the Insane map if you

36 Replies 589,033 Views

[quote who="MacsenLP" reply="33" id="3619855"] Quoting stevezar, reply 31 I don't think we really have a vocabulary to describe why Go seems so difficult to program compared to other superficially similar games According to the Go wiki page the number of possible Go games is vast (10 to the

43 Replies 200,269 Views

To be fair, 95% of the GC2 update was done by a small handful of dedicated fans. Brad personally squashed a few AI bugs identified by them. It's also worth playing. Go play it.

36 Replies 180,588 Views

High level perspective on this robot stuff: Simply from a player's point of view, i much prefer the maintenance grid as SP instead of 1pp. Why? Because otherwise i have to routinely build the blasted thing on every single planet. NOT building it is almost always a bad idea except for very low PQ planets. Building the same building over and over "because i have to" simply isn't fun. On the other hand, even as a SP, it's such a low cost tech

2,020 Replies 6,663,071 Views

1) Pick your weakest, closest neighbor; preferably one you hate. 2) Build a fleet that can shoot down any troublemakers. 3) Stage transports around all of their worlds. 4) Declare War / Invade as many planets as possible in one turn before they can react. 5) Build up captured worlds. 6) Repeat on next-smallest / least favorite neightbor. It's really all about being a bad neighbor. * If you haven't already, capture

2 Replies 10,271 Views

[quote who="Alodan" reply="132" id="3613402"] You already control the planets output by building placement, why do we have to control it with the wheel as well? Changing the focus with the wrong buildings gives you almost no output anyway so the only reason to use the wheel is to adjust the output to the placed buildings which is just stupid. [/quote] Agree with this. While i wouldn't call it per se "stupid", i'm voting for a "buildings determine output" economy in f

135 Replies 750,826 Views

I don't mind if work continues, but i do agree with Mabus. The CU as-is is now the new GC2 base game. If persons want to fork the main CU branch and develop towards CU 7.0, that's cool, but assuming it will be a mod. CU6 is stable and i don't want to go back and arbitrarily start changing numbers on everything again. That said, thanks to everyone who helped with CU6. The game is much better for it.

2,020 Replies 6,663,071 Views

Probably because of visibility calculations. Even so, let's be reasonable; It's the maximum amount of AIs in the maximum amount of space. You're really hitting the threshold of your CPU at that point. It's naturally going to take a while. [Interesting observation of human behaviour here as well: people seem to go right for the biggest map possible or stay around small/medium size. Not a lot in between. I would love to see some stats on that.]

12 Replies 45,534 Views