vincible

vincible

Joined Member # 651373
0 Posts 0 Replies 155 Reputation

What he means is that game designers can't seem to design a game that has a good AI and yet allows good micromanagement. MOO3 has terrible AI but allows you to take charge of everything. Galciv has great AI but doesn't let you micromanage much of anything.

6 Replies 139 Views

Don't worry AIL.ST. The English in your post wasn't that bad. Well okay it was, but "forum English" is generally terrible and the English in your post exceeds that low standard. ;) He was laughing about how it was possible to make it to 2240 without doing anything and still be in a decent position.

46 Replies 1,412 Views

You cannot design ships. There have never been any plans to allow ship design. If you really really want to design ships you shouldn't get this game. Combat is much like in Civ... attacker moves onto defender, and one or the other is destroyed. Outcome of combat is determined by the units' hit points, attack values, defense values, and luck. That said, its an extremely well-done game in most respects and has held my attention for longer than any other game has in years. [M

6 Replies 139 Views

I agree that Starcraft is really, really, really strategically intense. Probably the most strategic video game I've ever seen, with the exception of things like online chess. Certainly much more so than any Civ-style game I've ever seen. I'd say 99% of gamers are completely unaware of how deep it is. However, let's not get emotional. Bobo is basically right that Starcraft is a good game for kids. The fact that it happens to have amazing strategic depth and complexity is wonderful, but t

14 Replies 460 Views

Tiny/rare is easy, even on maso, since all you have to do is take out one system in one turn and then you don't have to deal with their fleet at all. You can eat up almost every star system in the galaxy that way, one system at a time. You don't even really have to go out of your way to rush, since the AI defends its homeworld inadequately anyway. [Message Edited]

8 Replies 400 Views

It's actually 68%. Basic starbase: 5% Resource refinery: 5% Advanced refinery: 7% Mining barracks: 3% HQ: 6% Hyper mining: 8% Ultra: 9% Nano: 10% Zeta: 15% scary that I just knew that off the top of my head...

6 Replies 2,656 Views

Staffa: I haven't done any play-testing here, but I'm sure that the human can abuse trading far more than the AIs can. The only reason I can win on maso is by consistently doing trades to turn my one researched tech into ten new ones, and by playing the AIs off against each other. I certainly do FAR more trading than the AIs, and I need it more. You might be able to rush if you started off really near each other, or on a tiny map, but otherwise I don't think you could overcome the AI pr

34 Replies 1,189 Views

I've read that it's because its easier to make the AI competitive with the current, simpler system. Personally I would MUCH prefer each governor to have its own set of sliders--that would mean that you could actually have meaningful differences and make specialized planets for research, ships, etc. But I've given up hope that this will be implemented.

24 Replies 560 Views

I think the hardest game would against one incredible pure evil AI on a medium map with scattered stars, with the other four AIs turned off. If anyone made that a GOTM I'd bet a fair amount of money that no one would win. [Message Edited]

34 Replies 1,189 Views

I'd say dump the speed modification, but everything else is good (better than the current system, anyway). Two reasons for not rewarding speed. One is that if you win faster, you end up submitting more games, so your total score is enhanced anyway. The other is that rewarding speed encourages a certain type of play--early rushes. You're making the implicit assumption that a game won quickly shows more skill than a game won slowly. I disagree. To me the best strategy is that which gives

16 Replies 379 Views

I've had most luck with populists/+50 diplo along with assorted other bonuses. I'm still experimenting with those but +60 diplo, speed, econ, pop growth, and +PQ are some of my favorites. Having the +70 diplomacy bonus allows you to pull off incredible trades with the AI, even on maso. When I play maso games the diplo bonus lets me keep up with the AI on tech--I research cheap tech and parlay it into seven or eight others, so I can get away with spending very little money on actual rese

31 Replies 4,533 Views

I think all the victories are boring. I rarely finish my games. When I get near domination of the galaxy, ie when my economy and military is larger than everyone else's combined, then I usually quit and start a new game. I have beaten it all the ways, though, multiple times. I do think tech and alliance victories are easier to achieve than cultural and military. If you're on the verge of cultural or military victory, you generally dominate the galaxy and could easily get yourse

24 Replies 433 Views

Yes, social production on a world producing "nothing" is wasted. The money is still spent to produce "nothing." Some people like this, some people don't mind at all. Anyway, it doesn't look like Stardock will change this anytime soon. Free production is proportional to your spending. You could see this by allocating zero to say research and seeing that your tech will never complete.

18 Replies 3,643 Views

I almost never lose focus when the outcome is still in doubt. When the outcome is not in doubt, ie when I'm sure I'm going to win (or lose), then I usually just quit and start a new game. I only actually finish a small fraction of my games.

13 Replies 2,487 Views