Lord_StarPilot

Lord_StarPilot

Joined Member # 635665
0 Posts 4 Replies 7,970 Reputation

Frogboy said: [quote]Me thinks some of you remember MOO1 much differently than it was (or certainly how I remembered it).[/quote] LOL! Yeah, I've thought that once or twice during this dialog. SLW, I had read here that Cari thought she'd fixed that errant behavior. Should be fixed in 1.21, IIRC. You reported that issue in the bug thread, didn't you? [Message Edited] [Message Edited]

100 Replies 4,418 Views

[quote]How come when someone finds something that works... its called cheese.... I'm really getting sick and tired of it... [/quote] J.T.... It was pure cheese. Just like gifting the various AI "1 influence point". And it was SUPER MEGA-MAJOR, OMNI-CHROMATIC STINKY CHEESE! Before the AI got the code to abandon worlds under 14, you could send 2569 Billion down on a PQ1 world, and give it to the AI in the same turn. Mega goodwill, and seriously drag down that AI's money... b

15 Replies 2,967 Views

In large sized galaxies, I haven't found the upfront cost of the star bases to be significant, elkabong. But I do not rely on using very many starbases. As long as you have a decent economy via trade, getting the cash to build a new star base shouldn't be that big a deal. Now, I haven't tried tech for cash trading since my first few games. I've gotten into other strategies, so I cannot tell you how tech for cash currently stands.

21 Replies 461 Views

MoO3 isn't the game most people hoped it would be. And when it was first released, it had some very serious problems. I don't know your play-style, so I don't know if it would be your sort of game. I'd suggest you go check out recent reviews of MoO3 to see if they detail things you'd like to see.

96 Replies 3,850 Views

Sirian, You have been giving me the impression that you think MoO1 is far superior to GalCiv. I don't think that is true. I played MoO1 first, and I have a great appreciation for it. It certainly has elements to it I prefer, due to my play-style. But straight out comparison, I do not think it is light years better then GC. I was offering tips to the *new* MoO1 players on how to get around bad Councils or fear of early Council defeats. I don't do that in MoO1. Just as I don't "l

81 Replies 5,719 Views

Sirian, I really was laughing. The number of people that complain because a game, on it's top level, cannot "beat" them, makes me laugh. Why do people expect a few thousand lines of code be able to beat them? It doesn't learn... It cannot apply the lessons the player has learned. Only code updates will make it better. And for any "custom" game (non-traditional), this means that the game coders need to already be super masters... that they need to understand not only the principles, but

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J.T.Qwerk... ROTFLMAO! Now, you forget to mention that being able to move your ships is cheesy! Hows the poor AI supposed to be able to figure out where you are really sending them? :D

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Sirian, no worries. Feel free to add to StarDock's knowledge base on suggestions for improvement of Galciv. :) But I long ago accepted that you can diplo bait. Or a huge number of other "scamming the rube AI" ploys. Not my cup of tea, but if others prefer it, let them, is my general philosophy. I always found MoO1 toughest/most challenging on maximum galaxy size, maximum number of opponents, and the level just below max in "difficulty". One level up from there (at the maximum d

81 Replies 5,719 Views

When Earth is a PQ 27 world, and has 30 billion people, it's maintanence cost will be extreme. Off loading 15 billion of them will make the world "profitable" again. That can only happen because people cost money. Until you reach the upper limit on taxes collected, you are okay with big pops. But once you cross that line, more people just cost you money.

5 Replies 225 Views

And trade, trade, and more trade! Also, if you have to live without good trade, watch your worlds pops. They get very costly fast. Just load a bunch of those buggers onto colony ships, and send them on their way... That will reduce the cost of that world's maintenance. By being a population monitor, you can keep your decent PQ worlds at being profitable.

5 Replies 225 Views

Yawn. You got to really spend on espionage to be able to "Steal Tech" in GC. However, just a minor amount lets you keep up on basic events... such as who is at war and who isn't. Frankly, I like GC's system. Being able to "specify" before you "start" just added more micromanagement. The fun of dealing with that goes away quickly. Having more events could be interesting. But you'd end up with MoO1's system them... the more money you spend, the more events you get. You'd

10 Replies 422 Views

:LOL:@Sirian! Man, you are dreaming about MoO1. ALL AI had random rolls that determined how they acted. Erratics had the biggest range (and so, flipped most often), but even the PACIFIST would just flip out and declare war and 5 turns later, beg for peace. And they all declared war as soon as they ran out of worlds to colonize in range. Some "personalities" took a little longer, but you could TRACK when war was coming. Sid's "designs" (He hasn't designed anything in th

100 Replies 4,418 Views

Actually, he probably needs to learn to keep his military line above the AIs through use of Corvettes and Anti-Matter missiles. That will keep the majority of yellow seekers away from him, giving him plenty of choices on how to go about winning.

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I think you are wrong on a few matters, Sirian. In MoO1, one of the most efficent strategies was the slash and burn technique. All you needed was small ships fitted with the maximum amount of bombs and you effectively won the game. Because you could make tons of them, no planet, no matter how big/developed/core world, could hold them off. As the only adaptive thinker involved, you just picked which world you wanted to keep/make your forward naval post, and burned down the rest with your

81 Replies 5,719 Views

Sirian, what level are you playing at? I've found to avoid War, all I have to do is make sure I am #1 or #2 on the Military chart. That keeps me out of wars. Unless some minor allies itself with someone and when I invade, that trips a war. But that is very rare for me. The certainity that I will not have a war to worry about sometimes bothers me. But in GC, the AI actually acts "like a real player". So, they won't *start* a war with me, because I am the mightest empire. Just like I woul

100 Replies 4,418 Views

Bug - A PQ 14 world of mine that cultural rebelled and joined the Drengin became the Drengin's new capital. Not as in POLITICAL capital. Just the brown shield starting home world capital. It's influence did increase accordingly. It's nice to know that those traitors are so proud of their new people, and the Dreg are so proud of them, to make a cruddy little PQ14 world circling an orange star as their "homeworld". But it does look odd. ;)

285 Replies 16,032 Views