ubertaco

ubertaco

Joined Member # 649422
0 Posts 0 Replies 1,869 Reputation

GC is not TW, nor is it HW. Lets all please agree to keep it that way. The only way I'd be for tactical combat is if it was only 'psudeo-tactical' ala dominions or SEIV. That is you set orders for your fleets, rules of engagement if you will, but once combat is started you don't actually control anything. Of course that type of thing really isn't needed as the game mechanics in GC right now don't require it, but if more options are added to ships and tech, like range, cloak, sensor

55 Replies 24,666 Views

At this point I don't recall the names for all the cheese and most(?) of it got fixed eventually. Alot of it had to do with using noncombat ships to blockade people and the like. You could wall things off quite effectively for example.

92 Replies 117,285 Views

Bah, I can't be assed to play out most games until I've invaded each and every planet, that's far too dull. Alliance and culture are just shortcuts to finishing the game, so is tech, but its even more dull to sit there hitting enter while having to wait for the AI to move its useless fleets around for 50+ turns. To each their own though. One other thing trade is good for, the AI will pay you alot for the tech itself whether you actually bother to build freighters

33 Replies 12,880 Views

Well its kinda 'duh' isn't it? If you are playing conquest only then do you have much use for the tech victory tree? Or the culture tree? Sure you get some use out of the early parts of it, but if you have to conquer everyone else then obviously you get more use out of the military trees. Trade is quite useful depending on the galaxy set up. I personally don't find myself building that many of my own routes, but unless you are embargoing everyone you get routes

33 Replies 12,880 Views

ubertaco: GalCiv I had open movement and worked very well. Better even than Civ where units shuffle around trapped on tiny islands and can't get through bottlenecks. Worked very well is a matter of opinion. There was so much cheese in GC1 due to the movement system before they took measures to clean it up I think most people would be hard pres

92 Replies 117,285 Views

No, you need to be "Close", which is one above "Friendly" and is very hard indeed to get to. I don't think that's accurate. I've been able to ally with people who I'm not close with, and who do not have the alliance tech. I was so ungodly powerful though that perhaps they just allied with me out of fear? Anyway, ended th

5 Replies 10,891 Views

Defenses still count, I use them all the time after the second generation of weapons is placed on my ships. Nah, defenses don't count for much, especaily if you are using swarm type tactics. The real difference in the change is one of attrition, it will not take you slightly longer to take out AIs since you will be losing some ships along the

13 Replies 11,456 Views

My view is that anyone being 1.2 at anything higher than tough consistently is probably doing some sort of exploit at which point you just gotta decide whether you want to play a game or game the program? The AI doesn't "care" whether it loses. So if you figure out that you can some starbase/resource/ship combo or find some diplomacy trick to "Win" then knock yourself out.

92 Replies 117,285 Views

Seriously what is wrong with the AI in military and trade that deems it so broken it needs fixed? My gripes with the AI are mostly to do with how it mismanges invasions and fleet action generally. The change to simul combat will clean that up on the fleet action side (hopefully) in that the AIs inability to land first strike attacks will be me

22 Replies 7,328 Views

Also, your 'observation' about them being the only place to put them on high PQ planets is just plain wrong. It still takes 2-4 Ent.Centers (depending on the tile bonuses) to keep the extra pop. from lowering your approval rating, and slowing your pop. growth (and your Tax growth). If you follow my course, he shouldn't have any trouble keeping a 100% (double growth rate) a

31 Replies 9,932 Views

I wouldn't follow much of that advice Rripperr. Especailly the bit about farms on bonus tiles. That's the only place to put them on your high PQ planets. On low PQ planets there isn't even a point to building farms anyway. Its also pretty worthless to buy a factory first, or even to put any production into soc/mil for the first 4-5 turns. Buy a lab, and set spending to 100% research to quickly get a couple of propulsion techs and UT if you have close neighbors (if tradin

31 Replies 9,932 Views

If you want to stay competitive, you need to start pumping out colonizers ASAP. This has been my experience as well on tough and crippling, large galaxies with 'common' as the default for everything. I have found that rushbuying your first 3-4 colony ships and saving enough cash to rushbuy starports (which are dirt cheap) and a starter factory

31 Replies 9,932 Views

It cost 10 times as much to buy compared to building something. So instead of buying colony ships, buy a basic factory on your homeworld and start building them. Don't waste money buying; save your cash for keeping your spending at 100% until your tax base catches up. This may be appropriate, especially if you turn off tech trading, or have fe

31 Replies 9,932 Views

Early game until you're done with your colony rush and infra build you will find better performance setting the sliders to 100% and 0%. For the first few turns (about 4 or 5) set your research to 100% and buy your colony ships/research centers. Once you get less than ~1kBC you will probably need to switch to 100% military to keep on pumping out colony ships, you will also want to rush buy some factories at this point. Once you start hitting bad deficiets, and you

31 Replies 9,932 Views

It kinda depends on the galaxy size and planet distribution. It also depends on your start. One thing is for sure, never build (or even bother to design) any offensive ships until someone either declares war on you, or you run out of reasons to build colonies (should happen pretty early) and constructors. The AI is still terrible at 'sneak' attacks, so if you focus instead on planetary development you can usually easilly and quickly pump out a fleet of warships to counter their aggr

18 Replies 20,172 Views

The big issue for many people is that no matter what difficulty level the AI simply does not execute war properly. The biggest 'exploit' is to keep some very fast interceptor type ships which can pick off the undefended transports the AI loves to leave sitting around. The AI also does not use sensors very well, though Brad has given reasons for this, but the fact remains that the play who will likely build the eyes and have a speed advantage on their ships, can use and abuse the game

13 Replies 9,159 Views

Wrong. The cosnstructor has an area of effect, and it's amazingly easy to see where area of effects are. The problem is with you own colour. Change it and it'll be easier to see. Well it depends on which version of the game he's playing now doesn't it? Anyway, I agree that the outline on the constructors is far too light and difficu

6 Replies 3,236 Views

Going to simultaneous combat solves the issue perfectly and simply. Every round every ship fires at the same time. What's so hard to understand about that? Adding initiative and ranges and all that would be interesting, but require additional balancing and AI optimization. I wouldn't even think they'd consider it for 1.2, maybe for GC3. There have been other threads about the AI issues with sensors and how this impacts not just their use of speed but also their ability t

40 Replies 18,824 Views

The AI starts making embassies and moral boosting buildings to try to counter the influence. Yeah, but they do not understand that boosting the influance on a planet with 5bil pop is useless!!! That and they don't seem to use their SBs very effectively, though perhaps that's due to incomplete tech research. However, there is a

13 Replies 7,113 Views

What good is a research edge when the evils are just gobbling up your planets anyway? Getting and building the orbiatal terraformer is fairly trivial anyway, or if you plan it right you can't even build those extra squares on your main planets for a while anyway. Neutral is good for trade and diplo manipulation due to large numbers of trade routes with one or two important civs. Good is 'good' for nothing, but fun to play anyway <img src="http://images.stardock.com/gc2/T_

23 Replies 6,582 Views

The AI does seem to generally fall in love with influance buildings for no apparent reason. I've also seen multi farm building on PQ Personally I wouldn't be against putting some hard caps on what the AI can build and where it can build it. Limit to 1 or 2 culture buildings per planet, and *no* farms for planets with PQs I also t

13 Replies 7,113 Views

Finding the game too easy? Figure out what makes it so, and do something that gives you a challenge! I'm sorry, but that's a bit of a cop out. I think the OP has a valid point, the issue is that the AI is seemingly uncareing if you race off to a tech victory. Perhaps they shouldn't care if you transcend or not, after all it doesn't affect the

23 Replies 16,301 Views

Imagine on a gigantic galaxy if the AI was looking at every single tile over and over how slow that would get? The AI has to do a lot of simulated intuition instead. I.e. "guess" whether there's threats in a given area because looking at each and every tile in a path or near a destination would become very problematic. I hear that and I basic

46 Replies 178,219 Views