I figure have the cut come in after the turn, and not when the actual deal is made. That way you could do each race, hit next turn, and it would know that all accepted peace, or if someone did and left the rest hanging. But you are right, everything is a little more complicated to implement then it first seems. :)
Vorlin Varelse
I also find it ironic that we have threads talking about how the final cleanup phase of GalCiv is too long and tedious, and then we have other threads trying to get the best solution to cleanup (tech victory) gimped down to where it won't be used anymore.
I find it really disturbing that we have a group of people petitioning for a major game change just based on their idea that some people have too high a score on the Metaverse. That is -not- the kind of mentality that is going to produce a better GalCiv. Even more ironic, the best high scores don't come from a tech victory in the first place so not only are they pushing for a change for a very bad reason, it's not even going to have the effect they want in the first place. All this is
I brought this up about a week ago in one of the bug threads. Forceinfinity, it's not that he's starting a war, the AI ally of the race he's fighting is. As it is now, if you make peace with one part of an alliance but not the rest then the next turn everyone you made peace with will auto-attack you once again. If you are dominant over them then you can once again get them to accept a nasty peace settlement. This will go on as many turns as the war lasts. You can strip every bit of money an
I think having the AI go for a tech victory would end up being a big mess. I'm not even going to go into the details of it, I can just see about 50 unbalancing and game-degrading aspects of it. It's about as bad an idea as that of the bombardment ships, and hopefully it won't ever be implemented. I don't think the people who support this idea have actually stopped to think of what a game under those conditions will really be like. My guess is that if this is ever put in that the main
Watching the military power graph is the key to avoiding these sorts of situations. The computer AIs are like humans in that they tend to build in waves, usually after researching a particular ship tech. So when an AI's mlitary power has been stable for awhile and you see it start to climb you need to decide whether you need to immediately start cranking out defensive ships. Unless you have a commanding military lead then you usually do. Also, make sure and keep track of where they a
Atarex, it's been my experience that from Normal to Intelligent the Altarians and Torians are by far the dominant AI races. The only time they fail to be is when they have terrible starting positions. One reason is that consistently ally with each other, effectively doubling their military might. The reason they do poorly at lower levels is that their AI algorithms are more dependent on high-level choices, so they are much more gimped at sub-Normal settings than the Drengin. Let's pu
Yeah, I have that, it's a Nephrinn mod. BTW, for anyone who was wondering, I implemented all the fixes above except the first one (not quite sure I understand the implications of that one so passed it by), and then started a new game. It posted just now to the Metaverse just fine, so no worries there if anyone was holding back on the fixes for fear their games wouldn't post.
I edited my files as described above, I can confirm at this point that the fixes to +research and the one to the morale anomalies work just fine. Got a nice +60% research planet in my current game because of this fix. :)
I think there is a misunderstanding in my opinion on many of the people posting in this thread, and that is that somehow the top players are 'abusing' the sytem by beelining for the 'easy' tech victory. I doubt that is the case, because although I have plenty of those types of victories only two of my 19 games have been from deliberately pursuing it. The rest of the time I ended the game with Final Frontier because that was the method I choose as most convenient. Usually I stop my research wi
Starting positions vary so wildly that they are indeed the dominant factor in what kind of game you'll have. Lots of resources? None? Minor AIs nearby? Major AIs nearby? Surrounded by trash planets? Surrounded by more yellow stars than you can count? Etc., etc. Often you can alter your strategy to deal with whatever comes up, but then sometimes you just get overwhelmed with an initial situation that just doesn't give you any angle to play that lets you improve it. There is a ver
Ah, Outpost, that classic ripoff that has never yet been surpassed (not even by Battlecruiser). I got it home, opened the box, and inside is a printed sheet of paper stating how sometimes some features don't make it into the game. It then listed every single feature that was touted on the game box itself as not included. A truly ballsy bit of work, I've bought like one Sierra product in all the years since then (and that was just with Sierra as the 3rd party involved).
Verenti, that is not an accurate statement at all. However, if you think it is I invite you to take a group of 50 battlecruisers (attack 5, defense 3, hitpoints 15) and I'll take a group of 50 battlehammers (attack 5, defense 4, hitpoints 90) and we'll see whose fleet walks away. ;) I held off 4 AI civs that had dreadnaughts and overlords with my corvettes. I don't see how that can't be viewed as a problem. 2-3 dreads or 1-2 overlords could have destroyed my entire military. <
That updates in and of themselves indicate an inferior product is probably something only someone with an inferior mind would think. The only issue with regards to updates that I think worries/bothers people is when a change is made that forces them to change their playing style. The issue of balancing vs. nerfing. As anyone who has ever dealt with persistent gaming worlds (Muds, MMORPGs, etc.) knows you run the risk of alienating a percentage of your player base with each change yo
Posted a 'bump' using the less-than and greater-than symbols around the 'bump' part, evidently this board takes that as code for something, so took the post but snipped the text. :)
Well, I just got done testing it, and it sure doesn't take hps into account. I'm stunned, it just seemed to like it would have to for the military strength to have any accuracy. I quite easily bluffed all the AI civs into never bothering me just by building corvettes. At 50 build cost and 1 maintenance I had the easiest game I've ever played (turtled and went for the tech win to test this out): no wasted military offensive or defensive research, no need for starbases because I wasn't buildin
I got nailed just a couple of hours ago when the UP voted to permanently limit my trade routes to 1 -right- after I finished up researching my +1 trade route and +10 trade profit techs, and had 7 trade routes active that were extremely profitable. I was less than amused. BTW in the sticky bug thread at the top of the forum someone posted a fix for the event problem where +research events weren't working right, so all you evil-doers might want to check that out. You can finally actuall
Ack, sorry about that last post, was typing faster than my brain was working. *blush*
Try resubmitting it, someone else posted that they got that 'Anomalous' warning but later when they attempted a repost the Metaverse took it.
John Doe, your post might have been tongue-in-cheek, but I have to say that of course if you hit ctrl-N a few times you'll get more yellow planets, because as soon as you have more yellow planets you'll stop hitting ctrl-N. ;)
One thing I never liked about the random events is that Good choices are ridiculously punitive. For instance, if I pay 600 BC to save my people from earthquakes then I should get something positive in return, say +10% morale for that planet. As it is 95% of all events are a total screw job for the good picks and Merry Christmas for the evil ones. And the poor neutrals just get left in the gray zone. And the good vs. evil techs are almost identical, which I don't much care for. I'd like to s
In my last gigantic map game I had well over 800 ships, I think that would be a pretty big custom name file. And that's not even taking the AI's into consideration... ;)
I feel like Miguel, transports and combat transports should default to a full load, I never would ship them with less except under very unusal circumstances. As noted earlier in this thread, the slider issue with colony ships is normally not a problem, except later in the game when you try to launch one from a high-population planet. Then you either have to launch with so many people that you'll have a morale problem when you settle or you have to click on the button 200 times to get 2
I think Bralex might be on to something. I know that when I ctrl-N a game that when the new one pops up my range grid for the colony ship isn't in the current ship's location but instead is in the previous game's location. It didn't give it the ability to move there (I tried it), but it does indicate that not all data is being reset when you ctrl-N. It might be good then to exit to the main menu and restart from there and see if the range issue shows up under those circumstances.