[quote]+ a 'defenseless' carrier or repair ship that can move with a fleet --- in navy terms, a fleet tender or repair ship this ship will add repair % to other ships in the areaBR>+ a better array of standoff weapons like the antimatter missile and the 'spacemine' download that someone coded[/quote] A repair ship could be elcome, but actually, starbases can do some repair, so the constructor may be used for this purpose. The problem is the repair rates remain very low even with starbases, s
LDiCesare
[quote]the AI, with the knowledge that it's military victory only, treats alliances with the same 'respect' as the player...[/quote] This one I agree with. I don't think there should be any more adjustments to the metaverse scoring, though. If you like alliance victory, go for it. You'll get less points but more fun.
My last medium maso took me about 3 hours and a half.
Your way of playing actually fits my kind of play a lot: [quote]1) No unnecssary reloading[/quote] I play ironman :D [quote]2) No alpha strikes[/quote] Too tedious for me to plan an alpha strike on more than one world. [quote]3) No exploiting of 1IP bug[/quote] I used this a few times but stopped. It's far too cheesy. I do wish that giving 100BC had more impact than giving 1 IP. [quote]4) No excessive Ctl-Ning[/quote] I almost never Ctrl-N. Probably once
[quote]basically many strategy games seem to substitute the idea of 'good AI' with 'give the AI amazing bonuses' and use that as the real tool to make the game harder for the human player.[/quote] Actually, Stardock doesn't resort to only that. The ai routines are supposed to get better as the ai raises: A subnormal ai will not notice that you are building a culture bomb in its home sector, but a bright one may, and an incredible one will. The pumping of stats has been done because
I think that gigantic is the easiest map size for the very reason Sirian thinks small is harder: You can be at war with all the civs that are far away without a problem. Actually, even on medium, I've just played a game where I've been at war early with everyone that was out of range and never suffered from it. About defending planets: I suggest modding a ship that would have a speed of -9 or less. This turtle wouldn't move, so it would have to stay where it's built and defend its plane
[quote]If you make the galaxy circular, the path finding system should be changed.[/quote] There is no readon why the pathfinding should be changed since pathfindign algorithms (A* usually) look for neighbouring regions. You just have to teach it that square (x,y) on the border is neighbour of (x,0) and that's about it. I would not use that feature personnally.
The link works fine for me.
Well, most maso strats posted are already more or less cheesy. 1 IP, Ctrl-N, checking the map in advance... If you want real cheese, do the following: Change the range of colony ships to -9, play abundant yellow stars in the biggest galaxy your computer can handle. Then use constructors to extend your range. The ai will stay in its home sector, maybe colonize one or two worlds if it finds a yellow star near a resource where it built a starbase. You should then be able to win with a rati
Perry Rhodan! Great name! Do you actually enjoy the novels? Do have a look at the strategy guide. Basically, increase spendings in the economic panel, use the bars to adjust military spendings vs. social/research, and decide on each planet which ship to build (colony ships first, then defenders or battle axes, a pair of freighters, and then frigates and transports for offense). On each planet, pick a social project to boost your planets, starting with soil enhancement.
[quote]I have yet to play with high diplomacy picks, for example, and never tried the 1 IP trick. I've yet to build more than three starbases in a single sector, and some games I've only had a handful of bases at all. I've used only small amounts of destabilization, if any. I've not used a terror star yet, and I am not fond of the "alpha strike" maneuver, because that represents an area of the game where the AI is woefully inept.[/quote] Care to share strategies in the Maso strat thread?
[quote]My only gripe with logistics is that I don'tike the idea of having to destroy star bases and build them somewhere else. I find that tedious. [/quote] That and the fact of giving useless starbases to the ai in order to prevent them from building more.
Looks like a good scoring system. What difficulty do you suggest?
[quote]Just right-click the ship in the diplomacy screen and it pops up a map showing you where it is.[/quote] Wow! Thanks for the tip, vincible!
Mmmm... Depends on the difficulty level and map size. On maso, you'll never win a war with battle axes. On bigger maps, people will have corvettes or frigates before you can kill them all.
Nand1, I disagree, in one of the GotM we did, one system was very contested during initial expansion. Some went to war over it, some got it and some didn't. This made for interesting comparions, as the strategies would vary because of that. I went at war against the Altarians for instance, only to have the Arceans land on the planet first! Settings include teh alignment of the ai. I suggest that the ai's alignment be set by vincible and hidden from the players so we would know the alignment
Looks like a healer will really be needed soon...
Great news Frogboy! Just about every item sounds great to me (except for difficulty since I only play incredible ai's now). Can't wait... :b
The biggest problem in alliance victory is to get close. This is best achieved by being the sole trading partner of every other civ, which is best done by pitting them all at war against one another. Gifting planets in the end game sometimes helps, too.
[quote]Actually I can do both and I only do for an alien ally or if the alien civ have close relation to me.[/quote] I was thinking about getting yourself out of war. I can't do that on maso. Getting someone else out of war I usually don't do, since I prefer the ai's when they are busy killing themselves instead of me.
I once played with settings that totally prevented the ai from expanding (this doesn't give 0 scores by the way, which is sad). I saw the starting planets were wide apart. However, when the ai's do expand, they fill the map really fast.
Hermann is right about succession games. These are GREAT. Apolyton's civ2 succession games with the late Scouse Git are some of the best threads I read over there. And playing a succession game is really fun. Unfortunately, it requires to be able to download the save game and play fast when the previous poster is done. I might DL a GOTM. Not sure, though, because it's hard to post a nice AAR.
I replayed one medium map game with the Incredible Drengins and won again. I submitted the pitiful score in the vague hope Brad might look at it and see the strategy I used. It's basically the same thing as when there are 5 ai's except you must give lots of influence and cash because you can't pit them at war against one another.
It's interesting to see that Medium and Huge are the less played.
Mmmm... Do you know that you can see state/country in the profile by just clicking on someone's nick? Anyway I'm from France, around Paris (west of, inside and east of, depending on the day and hour).