AILST

AILST

Joined Member # 642503
0 Posts 6 Replies 8,500 Reputation

I want neither of them. I want a remade "Master of Orion" But the 1st installment... with sliders and no micromanagement. Remove the Bugs, improve AI and UI and you'd hava a game I'd want to play all the day! LOL

84 Replies 1,832 Views

Still in since 1.0: Money-Bug: AI demands money when you are in the Reds. They should demand a Planet or declare war in that case. This goes and in hand with the Treasury Graph showing a ridciulously high amount of money when you are in the reds. AI-Research-Bug: The AI still puts a lot of money into research after there is nothing left to research and that way is next to no competition in an All-Techs-Researched game.

314 Replies 10,589 Views

@Cari: The mail has arrived but since Opera does not show the edit button, I can not edit my other post to reflect that. Is it possible that your mail-server does not send mails instanly? I remember having to wait for the AP-preorder-confirmation-mail aswell. I am a bit used to mails that instanly arraive after klicking a triggering button somewhere on the net.

314 Replies 10,589 Views

After some reasoning I found a workaround: I can make an Achievement that does what I'd like the tech to do. However, I think that Modders shall be given the oportunity of adding more than 10% at a time.

4 Replies 1,582 Views

Is it possible to increase an abilty by more than one step with a tech? e.G.: //------------------------------------------------------------------------ TECH 155 CulturalAbsorption //------------------------------------------------------------------------ Name "Cultural Absorption" Model "" Tech_Requirement "FinalFrontier" Research_Cost 25000 Overview

4 Replies 1,582 Views

I never considered modding yet but now since I was a bit annoyed that the AI would still spend money into research, that nothing is left, I tried to make new techs... Tried? No, it worked at once! With the same savegame! Made some techs and they started reserching them just like I wanted them to do!

59 Replies 32,566 Views

Observations of a long night: 1st: This game must be sending me some hidden messages to not quit it! I have played it for 8 hours non-stop and after that really couldn't imagine that it was that long! Maybe you shall reintroduce the disappearing-ships-bug to force one to save and quit from time to time... ;) Now on to the real bugs... I am quite certain now, that the menu-crash is caused by the calculation of the tech-victory because it first did not work as always b

314 Replies 10,589 Views

@Carielf: They are all enabled. When once, for some reason I don't understand, the menu worked (only in one game, I have a savegame where it works o_O) the Alliance and Tech-Victory percentages showed wrong values: Alliance was at 100% but I was only allied with one of five races (the other three however where allied aswell). Tech-Victory-progress showed over thousand percent.

314 Replies 10,589 Views

related Menu-Crash [quote]I don't know either. I'd have thought it'd be the other way around. I'll see if I can reproduce it from my copy installed off SDC. [/quote] I think this bug is not reproduceable on a PC other than mine because if it was, I think lots of people would have complained about it, since when you don't know the Ctrl+Q Hotkeys you have a problem... My therory is that it has to do with the victory-conditions since those are not in the campaign, where it worked

314 Replies 10,589 Views

I think I can bring some light into why we have made different experiences: The Levels below Maso have been bumped. Some of them drastically. The reason is clear: Crippling was nothing compared to Masochistic and there was a need for something inbetween. Tough now is harder than crippling was before. Normal plays like Painful now. But Masochistic obviously hasn't been changed. For a more detailed view into that subject see my other threa

24 Replies 767 Views

Ok, lets clarify that a bit more... The differnet AI-Intelligences have Impact on several AI-starting boni aswell. I remember that a value of 60 was where they where even with the player. In the old GC they probably thought the AI is very good and set most of the Levels lower than 60. Intelligent was 60 Genius was 65 but Increadible was 100 The difference between Genius and Increadible was Huge! Now everything seems readjusted: I

3 Replies 213 Views

While there has never been an official statement about that, I am absolutely sure, that somewhen somebody played around with the difficulty-Levels. In earlier Versions, I am sure, that Intelligent was the setting where the AI had the same abilities the player had. There where complaints about the too large step from Genius(65) to Increadible(100). Now Normal(60) is the setting where there are neither boni nor mali compared to the AI and the Levels from Bright to Increa

3 Replies 213 Views

AI invasion behaviour seems to be buggy or at least not very well thought about. In my last game the Korx were at war with the Torians. They had a stack of 5 Death-Knights and 8 Transports right next to the last planet of the Torians. They would not attack the single defender of that planet because, as I think, the Death-Knights all had been given the task to protect the Transports! Easy to see, that not wiping out the defender and invading the planet is kinda stupid.<b

314 Replies 10,589 Views

Evil civs don't care about your alignment, only your military is of importance. They do not stand together like the good ones. A strong evil civ will crush a weak evil civ. A strong good civ won't do so with a weak good civ. But as soon as you are lower than 50 morality points good civs will get angry with you. So picking good options wont cause anything negative. However, more evil civs means harder game because it's harder to maintain a strong military than simply be

9 Replies 290 Views

[quote]A good starting point for giving yourself a chance is set all AIs to Pure Good and only take the good events yourself.[/quote] What's the point of playing on Maso then? With all Civs set to good, youself beeing good aswell, you will never get a war declared on you! Try the same strategy with default alignments and I bet as soon as the 4 Evil Civs get some ships built they'll start declaring war on you! I think the difficulty-Level shall not only be affected by I

24 Replies 767 Views

Now its 3 out of 4 AP-games I lost on Tough (all Intelligent, was Painful before). :notsure: Either I've lost a lot of skill or the game is definately harder! However, it's good, that it is more of a challenge now! Btw. The one victory gained me ~30k Mpts, 3 times more than my prior highscore... but I could not submit because it was scenario (constisting of exactly 1 small difference from the default rules because disabling minors only works for scenarios). [Mess

24 Replies 767 Views

Where did the edit-button go? Just wanted to add, that this was not case when losing another planet and they used core-detonations again. This time it was them and not us who where blamed of having used it. Edit: Here I have an edit-button... Is there a time limit after that you cannot edit anymore? [Message Edited]

46 Replies 2,377 Views

I think a thing that also makes it harder is the larger number of Evils... While Altarians and Torians don't care about your military, the evils will. In Vanilla GC I lost 1 out of 10 games on Painful. In AP I lost 2 out of 3 on Tough yet. And I find smaller maps harder! My losses where both on small maps. The Korx beat my Colony-Ship to colonize the only world in range and then I was far behind in tech. Drengins, Yor and Korx came asking for much money or Sol

24 Replies 767 Views

I remember from games without AP that in the Lategame the ships where really fast. Now my Avatars where moving at Speed 2 or 3 when I got them and this improved to Speed 5 in the end. The Excaliburs however where really quick. Has the speed-bonus calculation been changed in AP? Or is it just an impression because I maybe got the Ultradirves-Event everytime?

3 Replies 175 Views