[quote]Why can't they fix the AI instead of flicking the on/off switch?[/quote] Because it takes more work, and they have limited resources. A small request is much more likely to be listened to than a general request to "fix AI diplomacy." I did a couple tests today. You can definitely use influence to top off a deal. However, the value of the influence seems to be not proportional to the amount--it's a step function as far as I can tell. In one sample deal, 1000 IP w
vincible
You can kill Gungans? I must investigate this.
I'm really lucky--my girlfriend likes video games too. Not 4X games for some reason though... she likes abstract strategy games, and real time conquering games, but not civ-type games for some reason.
[quote]The AI also does not value them when I need them the most, trying to supplement a weak tech to buy a stronger one. No amount seems to matter.[/quote] Really? An undocumented change in 1.12 I guess. Certainly in 1.11 I used them this way all the time.
It's this: Round 1: Attacker picks a random number between zero and its attack score. Defender picks a random number between zero and its defense score. damage to defender = attacker random number minus defender random number Round 2: the defender and attacker switch roles and it plays out just like round 1. Iterate until one ship hits zero HP. If a ships defense is greater than its attack, then half its defense value is added to its atta
A quick addendum to Theoden's excellent advice: when dealing with starbases (and almost everything in this game) the actual distance doesn't matter, just the separation in sectors. So you get the same effect from your starbase right on the border as you would have gotten if you'd placed it in the middle of the sector. In general, the effect of culture starbases is strong enough that it can be worthwhile to put the starbase in a sector adjacent to that of the planet you want to flip. Put
I've triggered it on large maso maps. While we have Stardock's attention, I'd like to say that I'd really like them to reconsider their policy of having the minors give cash in maso. With minors giving cash, the early game becomes a game of "find the Alexians." With the fast tech pace of maso, the minors are extremely bankruptable, sometimes on the first trade you have after encountering them. [quote]Now how is a bargain hunter like me supposed to pass that up[/quote]
[quote] and fewer the AI's grab because they never, ever, ever build additional surveyors[/quote] Also, in many cases, they let the survey ships get blown up in wars, and they never replace them. [quote]I had one ubertech game...[/quote] I've never seen anyone, ever, defend Stardock on this.
Welcome to the Fellowship! Theoden, I haven't played enough 1.12 to really have an opinion. The UP thing is annoying though. I'm halfway through my second game on 1.12. The research pick is really working nicely! Almost all of it is free production--I wasn't in the mood to test rigorously but it's at least 2/3. But it requires more slider micromanagement early on for me--I'd memorized the costs of all the early game techs, and now those costs don't apply anymore. [Mes
When you right click on multiple ships in the diplomacy screen to see where they are, then left click on one of them to trade it, it often selects a bunch of ships you don't want as well. It's minor but rather annoying. It's been this way since 1.10 but it never annoyed me enough to actually report it until now. [Message Edited]
I've noticed that this is erratic as well, but I've never tested it in a systematic way. Morale bonuses are kind of complicated. For example, you need to have social improvements in morale for the bonus to actually do anything. But exactly what the relationship is between the two has never been fully explained, and probably changes from patch to patch. So I'd be hesitant to say that "it's not working." I've definitely had situations where I built a morale trade good and it improved my m
No limitations whatsoever. We'd be glad to have you!
Bump this or post in the Fellowship thread when you send them. I don't check that email address very often.
Tonight, I'm going to try a game with points mainly in research, since throughout the game, I typically spend far more money on research than on anything else. Someone posted a while ago saying that they did a test which indicated that your starting research bonus is free production--if that's true, I think a research/diplo combination will be quite strong!
[quote]I'd hate whatever interface was used for 3D because it would inevitably be different from what I use everyday at work[/quote] I was thinking the same thing.
Something to keep in mind when choosing an empire is that in addition to the overall "theme" of the empire, each empire seems to differ in the attitude of its members toward the game, and the types of topics discussed. The Fellowship, for example, has much more strategy and gameplay discussion than most other empires. Special Forces has much more story-writing. And so on. Check out the empire threads before making a decision--though of course you shouldn't feel that once you've joined a
Double post [Message Edited]
There's no way to turn it off. Are you sure you're actually getting any benefit from all those extra starbases? Production on a planet is heavily penalized when it exceeds 10xPQ. I would think you would run into that cap well before you reach ten starbases, let alone twenty.
[quote]I have a variety of saved positions from my fiasco.[/quote] I'm game. Here's my email. [email protected] I'd say that following a rigid plan probably dooms you in some situations where the map just doesn't favor you. The best plan can only give you a good chance of winning on most maps--sometimes the positions will be such that a completely different strategy is better. And with some start positions you're just doomed from the start.
I for one will probably begin playing again when work eases off a bit. (Hopefully tomorrow!) Matthew Downie is an elf.
In our galaxy, at least, most stars are in a plane. It's a "thick" plane, though, so we do see stars in every direction--but there are far more stars in the plane than than any other direction. (The "milky way" in the sky is that plane, and consists of zillions of stars, so far away that you can't see them all properly.) However, there are LOTS of galaxies for which this rule doesn't hold. The way I've always envisioned things in Galciv is that the map doesn't show every star. It only s
It snowed here yesterday :(
It's been fixed anyway. The bug was that giving a gift of 1 influence point would often improve relations.
Someone posted something a long while back about how the photon mines mod improved the AI's performance by making it defend its planets properly. Have any of you tried this? This got me thinking about whether it would be possible to cover up other deficiencies in AI performance through mods. Unfortunately we're pretty limited in what we can do with those mods so I didn't have many bright ideas, but I was wondering if anyone else might be more clever than I was. One idea (not or
Congrats to whoever happens to deserve them.