It is a good thought. It would be fun to battle test ships in the Combat Viewer but I doubt they will ever do it. Most players probably think it is easy enough to build them and live test them in a game. The battle simulater only tells you the likely winner based on the stats you plug in so it might not be what you have in mind.
Franco fx
It is all about map size. On the tiny and small maps I usually play, all colony ships are built on my homeworld and sent out with max population until it gets down to the low PQ planets. I let all new colonies grow without sending out colony ships unless I am just forced to rush a colony ship to grab a high PQ planet. On larger maps, the original colony rush is done the same way but later, the border planets build colony ships to extend the empire. I always have
My thought also Kryo
should be a protectorate avenue to go I liked the submissive pact idea that was in SMAC. The surrendering AI gave you all their tech and you had access to their bases but they could (didn't usually happen) come back and they could break the pact if you committed attrocities. I have never had a surrender since the early betas. It is e
What VD said
excellent idea!!
While I agree it is not a big deal, the flaw in the BOG method is that you also get all the minaturization techs so it is easy to design a ship that will take you a lot longer to get than you may intend.
That's baloney regarding the "best offer". Things like ethical allignment, military strength and diplomatic ability are supposed to have something to do with it but you can't prove it by me, I have not had a surrender since the early betas. I can be leading in all categories and the surrenders still go elsewhere. I can only believe it is purely random since I have heard of other human players getting a surrender occasionally.
a fun TBS that suffered from all the issues that you mentioned, Right! I loved that game but once you had hybrid forest it was all over for the AI. (just one of several things)
An exploit that I have read about is to place a constructor and an attack ship near a resource base and then gift the attack ship to someone they are at war with. Considering how lightly defended the bases often are, it sounds like something that would work most of the time
If you have a legal version you should be able to dl the english ver from sdc. (I guess)
Along with the other suggestions, it is absolutely neccessary to research planetary improvement and xeno econ early
I understand the weaponless ships from a planet protection standpoint bu tthe upgrading is hard to justify. As many scouts as the AI builds it would seem they could be programmed to park them as planet protectors. Damned if you do or don't I guess. If you add value to defense the AI builds it but they don't understand it is all but worthless without attack. Can the AI be programmed to understand this? Beats me.
Yes, I have more problems with auto-select than I did with auto focus. I am continuously moving the wrong ship. I wonder if disabling this would break the find feature? If so I suppose it will be a problem I will have to learn to live with.
Lot's of truth in the post but I like the game for different reasons I guess. I want to win every game and I enjoy winning every game as long as the AI doesn't just lay down. I have found that I can win the game every time on tough but I can't win it the same way every time. I can also win without getting stressed out. The game is a pleasant diversion and relaxing. I played one game on painful and I won it but winning was, well, painful. I could have easily lost if I had sc
Did you uninstall before you reinstalled? If so you may need to reinstall the bonus pack and all the media etc.
We all have a game in mind that we would like to see. I think the ideas are great but I agree that most will never see the light of day. Still nothing wrong with proposing them maybe some will make it and maybe some will inspire a future developer. I am open to all suggestions that do not use the words "way too" or nerf.
Yes! the starting positions for the two games I have played were noticibly better. BTW the overall game play was excellent. The changes you made are great.
It appears that while the game is set for a higher difficulty the AI may be playing as fool. I did not think to check the stats when I had the incident. The game in question for me is recorded as a victory on Metaverse at tough level.
A fully outfitted starbase with max attack and defense is extremely potent. It might not survive a powerful fleet but there is no single mid-game ship that can take it out.
I have had that happen once with the Drengi on tough level. I think it is a minor bug that somehow keeps the AI from initializing properly. It is definitely a random thing in my experience.
The ship files are in mydocuments/maygames/galciv. The non metaverse ships are in the ships folder and the metaverse ships are in a ships folder in the metaverse folder. They are kept separate to keep modded ships out of metaverse, I suppose. You can copy the files from one folder to the other to have them in all games
More than tactical I support any enhancements to the weapons systems that add complexity and the possibility of discovering new weapons/defense combinations that give an edge. Things like early fire power that will cost you later and fleet combinations that make the whole greater than the sum of parts.
Not necessarily unrealistic, In a space battle taking place at huge distances it would be next to impossible to run once weapons are locked on. There should be ample op[portunity for speedy ships to run before engagement.