People saying the game should never have multiplayer because their experience's with MP has sucked, I feel sorry for you. Screaming that it doesn't belong based on that soley alone seems very narrow minded to me, I think your opinion is unfortunately biased to that bad experience. I hear that. Though
ubertaco
Building sensor ships is a viable strategy. I build AWACS ships. The AI simply needs to do it too. But it'll take time and I think there are other incremental ways that are easier to keep making it better. Sounds good to me. I've noticed the AIs parking (what I assume are obselete) scouts in various
It seems I recall Brad saying that simply adding hotseat (or maybe LAN) wouldn't be that difficult, but I am under the impression that that is not all that many MPers want.
Brad should help the A.I by purging the ability to make sensor ships, which are a human exploit.I say only one sensor per ship allowed. This wouldn't necessarilly fix the problem though, it would just mean more tedium in having your sensor net be 10 ships instead of 1. I don't mind so much
Yes, well we can only work with the question as SD phrased it. Though from reading some of Brads thoughts on the issue, it does seem as though he is not particularly interested in creating extra content and tieing it to MP, but who knows? I don't think the price really matters that much (unless it were >$40), if you don't want MP you won't pay for it, if you want it, you'll pay for it. It would have been interesting to
If the empire you are spying on does not have any techs you don't have then yes, set it to zero. If they have techs you can leave it at some nominal level and you may steal a few of the techs.
Its running about 2:1 against. Frankly that doesn't surprise me, but what does it mean for the future of MP?
in that I do not get full value from the buildings that I construct. ? Of course you get full value. The value is the capacity, which is a different concept from other games perhaps, but it works just fine here. Planetary sliders would just be mindlessly annoying micro anyway.</
ubertaco: That is exactly how the AI is supposed to work -- it's supposed to wait until it gets space superiority before sending in transports. The problem is the FOW. Well its good to hear that the AI is supposed to behave more 'rationally' unfortunately in my game I didn't see it. I supp
I guess what I am after is for the AI to not bother commiting its transports until after it has cleared planets, or at least clear space superiority in the region it is sending the transports. Essentially if the transports are fast enough, there is no reason to even have them in the space until after all the (major) shooting is finished. Indeed my invasions never have transports 'along for the ride' (some rare exceptions when systems are ve
I've never built a mil SB, never needed to, never seen the point. You are probably better off maxing out on econ SBs around your core production worlds letting you build your fleets that much faster. I've had some troubles with AI mil SBs, but usually only early-mid game, before you have ships with enough weaponry to knock out SBs (even fully loaded) in one (or sometimes two if you're unlucky) combat rounds. I could see
Brad, I've been playing with the latest Beta build and on large galaxies with everthing Occasional (except stars which might be common) Tough with 9 opponents. It does play alot better than the earlier builds, I even got ganged up on by Drengin, Yor, and Arceans, and then they bougt in the Korx (the Terrans were the only other remaining race, and my trade was too high with them for them to be signed on too I assume). I thought it
I believe the attacker gets some extra bonus for attacking, I'm not sure what the multiplier is though.
yes, the game is an abomination... a breach-born, red-haired stepchild, changeling abomination. but now it is our abomination, and it's grown up to earn a place in the hearts of those that dare to brave the horror. Well said pedxing, my thoughts exactly. Indeed I am finding myself getting m
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I have had over 1000 planets in GalCiv 2. (Using Gigantic settings, with abundant in all options, and loose cluster stars.) God forbid I ever have 1000 planets in GC2. Over 100 is a royal pain to manage as it is. MoO3 definately had a better system for dealing with 100s (or 1000s) of planets than G
I think you'd get the same AI benefit with a MOO-style jump system, while preserving more strategic mobility than with a warp line system. That would be fine too, give slightly more meaning to the supply techs I suppose. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="m
You can take my vote for *no* multiplayer ever. And yes, bah humbug to you all
A warp lane system a la Starfire comes with its own set of issues. Sure, the AI only has a few possible points of contact. However, if you've read any of the David Weber & Steve White novels set in the Starfire game background, you'll see it tends to produce a war of attrition in which warp point assaults play out something line
Yep, i've seen it too. Turned a PQ4 into a PQ3, was kinda funny, like the poison pill the Iconians left for me there
Hmm, well I'm glad that there are at least a few other people who recognize that MoO3 got some things right, at least conceptually One of the issues that is cropping up for me now that I'm playing on bigger maps is that fleet management (even with waypoints) is really tedious. Especially when you have 50+ planets all pumping out ships (again, I find
The biggest problem of adding tactical combat to GalCiv2 type game is the free movement system. I heartilly agree. A possible solution is to have a system similar to
I would love to see some elements from starfire in a PC game, that tactical system was really nice I thought, simple, yet detailed enough to provide many different options. I'm not saying I want to see it in GC though And though you didn't want to mention MoO3 (though you did <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif"
It's deliberate, to stop you saving the game just before a battle, then loading and loading till you win. You could still do this, but you'd lose a turn's production, which is meant to put you off. If this is true, then its a horrible way to deal with this situation. The cost is reletively low, its