Ryan Clifton

Ryan Clifton

Joined Member # 633955
0 Posts 0 Replies 54 Reputation

Vorlin: I'd like to know where you came up with the 200 million hard cap? That seems very un-brad-like to do. Additionally, I know that I've seem my population just by billions per turn in the later parts of the game. Do you mean 200 million per planet (which still seems slow to me)?

7 Replies 397 Views

I play, and generally win, on Intelligent AIs so I like to think I know what I'm doing.. but I'm sure others have better methods. Here are mine: Turn 1: Send your colony ship in the direction of the largest number of stars that are close to each other. Send your survey ship in another direction to scope out some planets. Buy a colony ship. Set research to 65%, military to 35%, social to 0%. Modify your economic sliders so that your people are in the 90% range (this

8 Replies 363 Views

I agree with the class 14 planet issue. The AI needs to use these for strategic reasons also (extending range). Your other issue, isn't really an issue. This is an old strat (search on the strategies board) and it has been nerfed on the intelligent setting. The AI will now look at it's finances before agreeing to buy from you.. so you could be selling dreadnaught tech and the AI may only want to give you a couple bc per turn since that's all it can afford. Many of the 'real'

3 Replies 197 Views

forceinfinity: This is a different case. They are *forced* back into war by their alliance, but they never wanted to be at war with me in the first place. I think it's just an oversight in the AI. I did it about 10 times and the terms for peace never changed.

21 Replies 945 Views

I'm playing a game with all Intelligent AI w/ 1.0.3 and in this game the Arceans, Altarans, and Torians are all in an alliance. The also don't like me and one of the three generally declares war every so often. Unfortunately for them, they aren't strong enough to take me out. So here's the cheese: Since I'm more powerful than a couple of them (torian and altarans), I can ask for peace AND money/influence/tech every turn. They promptly hand it over and then by the next turn they real

21 Replies 945 Views

Hey Brad and team! Version 1.0.3 rocks. It's challenging and very fun. Playing on intelligent, the computer is making very intelligent decisions and I'm really enjoying myself. I'd like to tell you guys that I (and I'm sure everyone else) really appreciates what you are doing! Please turn on the 'Nasty AI' for all races on Intelligent (the Arceans seem to have an advantage over the others right now.. but that may be due to just luck) and I'll be happy for a long time. You g

1 Replies 110 Views

Playing on huge and gigantic maps, having jump points would be really nice. Since this is especially true in the late game, perhaps make it come around the time of Ranger tech. These could be added as starbase modules, or perhaps a special kind of starbase. This way the jump point could be destroyed or over-taken and would be a critical strategic element. I'd like to vote again for mine fields, zone of control (SB modules?). What about just tweaking the ship stats a bit? Th

238 Replies 9,403 Views

I would like to disagree! If you own 8 resources you are basically guarenteed to win. Offsetting their benefit with having to maintain them makes you think more carefully about which ones you want and which ones you can live without. I am seeing this type of thread a lot now.. Brad is there a way to insert a ramping up of things like this through the difficulty levels? I play on intelligent, which i understand to be all-out AI with no benefits given to the computer, and I w

6 Replies 321 Views

Brad, I'm playing Intelligent and if the code is there, it must not be fully utilized. While I've seen the computer attack undefended planets, i've never seen it escort a troop ship. Can I add to the list? What about: a) scouts, sensors? Since the computer isn't cheating, it should use these. Otherwise it can't know where to attack. Of course, these will have to be defended like troops ships (well, once troop ships are actually defended). b) build an arma

4 Replies 395 Views

I restarted once when I literally could only get to 2 planets.. I haven't had many problems with this since I started playing with scattered planets. Generally you can find at least a class 14 planet and extend your range enough to get a good base going.. or there's always creating SBs, but doing this in the first 10 turns or so just to reach more planets generally doesn't bode well..

8 Replies 523 Views

Hey Frogboy, Can you tell us what is in the realm of possibilities? I think I have a thread like this that I opened a week or two ago, but I'll repeat a bit.. I think most people aren't looking for tactical combat, but a bit more strategic depth would be nice. Once you guys get the military AI working for the existing options (no small task I realize), adding ZOC, real fleets, indirect fire, map anamolies (black holes, nebula), mine fields, etc. would really make this game aw

58 Replies 2,937 Views

So I played a game with all intelligent AIs on a large map with common planets for the first time after realizing that bright wasn't challenging anymore. I won. Yeah for for me. Oh and I didn't 'cheat' with any of the cheesy tactics that are available. Here's what I noticed: The intelligent AI is VERY good at running the numbers. I had to bust my ass to keep up in research, production, morale, military, and social projects. During most of the game I was behind in these areas. Eve

1 Replies 215 Views

I think logistics brings a totally new and very interesting concept to the game. If applied to all ships, it can be realized as attrition to ships that aren't in a sector with a home world (realized as either damage or money or both). Attrition would apply to both starbases and ships. I think this would be very cool. There should also be an offset to this for the War Party (wouldn't want to totally kill the Dregnin AI). Combined with logrithmic diminishing returns (basically at some poin

130 Replies 9,797 Views

Frogboy, The problem with not putting a hard limit on starbases and instead using some kind of economic limiter is that good players will still be able to exploit it too much. With your idea of limiting it based on your economy you are in essence additionally penalizing players who don't know how to maximize their economy already (a double penalty). I'd much prefer a hard limit based upon the number of owned systems + 1 or something like that. This way there is an even playing field.

130 Replies 9,797 Views

Avatars and Overlords do not have graphics for them. When I get to the 'good' skin, the info section (where ships stats are displayed) is completely messed up. It looks like its not removing the previous information or something. It's totally unreadable, but there is evidence of some characters trying to be printed. When a new tech is researched and social projects are completed on the same turn, the project completion window pops up over the research window. The research wi

633 Replies 25,433 Views

Boracks: Yeah I agree with 'The Leader'. You lost and you're pissed about it. The Dregnin did to you what I do to the AI all the time. In the end there can be only one. Spinor: I totally agree with your point, we aren't arguing against each other. What I was saying is that each AI should do whatever is best to ensure it's own ability to win the game. If that means trying to ally with the most powerful civ, that's great. Now whether the most powerful civ wants to ally with them i

33 Replies 1,376 Views