DocCBM

DocCBM

Joined Member # 654061
1 Posts 7 Replies 5,022 Reputation

I was thinking about this on a Journal response, but thought it deserved its own subject. People have mentioned difficulty finding the right AI setting. Setting 'Intelligent' is too hard but the setting lower is too easy is a good example. Some (like me) remember from GC1 that they wanted to see the 'full power' AI, but were not good enough to deal with it. SOLUTION. Separate the AI from the Money cheat. This way people can titrate their game to exactly what t

6 Replies 11,271 Views

Unfortunately, you have to be careful when describing 'classic Trek' Klingons. Are you talking before, or after, ST3 Search for Spock? A studio 'suit' made the STUPID decision that having Romulans in the movie would confuse us ignorant viewers (because Romulans are essentially Vulcans) and changed the bad guys to Klingons. Unfortunately, the ONLY thing they changes was their name and how they looked. The tech (primitive ship with cloaking) was Romulan, the honor was Romulan, in fact ALL the

24 Replies 42,908 Views

As far as giving more choices for AI. I would recommend separating economic bonus/penalty from AI capability. Right now you have both connected. This leaves LESS choices. What I would like to see is one slider controling AI use of its subroutines (say 7 settings). Another slider controlling money which goes from +200% for player to +100% for computer (30 settings). This would allow people to titrate the enemy AI to what they are capable of dealing with. Personally

24 Replies 42,908 Views

Well, don't forget that you DO have strategic control. Before you invade, you decide what nastiness you are going to use. Basicially you are given a list of choices such as: Choices become available as the tech becomes available. 1) No added effects (No bonuses but no loss in quality/improvements) 2) Some mildly destructive technique (Some bonuses and some loss to the planet quality/improvements) ect ect 5) Some horribly destructive technique (Huge bon

6 Replies 12,090 Views

Last I checked, one of the bullet points of GalCiv2 was its MOD-ABILITY! The fact that we can see how easy it is to mod a planet before the game is even released, just shows us this is another area where Stardock has been upfront with us. NICE CHANGE FROM OTHER DEVELOPERS! BTW complaining about it seems trite. Stardock has assured us that the Metaverse is NOT MODABLE, so cheaters beware!! I am inclined to believe them about this too. Chris.

98 Replies 216,438 Views

I was wondering if it is possible (and if so has anyone done it yet?) to make an economic conversion social project. This would be similar to MOO and other building games in allowing you to dump your social production into the economy. Obviously this would not be a 1:1 conversion and would decrease in ratio as the numbers climbed, but I would love to do this if no one else has done so. I am looking at the Gal Civ writer and was wondering if a NEGATIVE maintance fee would work, or some

1 Replies 141 Views

Since I have to pick, I pick MOM. But . . . Since you are talking redoing someone else's game, I wish you would redo STARS! It is a real shame that game looks like it will never get its sequel.

84 Replies 1,855 Views

My other request is the map maker. I would love the ability to make maps with starting locations and set planets as wished. This is one of the advantages of space empires IV, I don't see why this BETTER game cannot also do this. PS if this is in the works, WHEN is it to be released? Chris.

238 Replies 8,737 Views

I don't know if anyone has suggested this yet, BUT... I have seen in previous games a wonderful way to modify the AI responses which would work easily for this game. Instead of just setting the AI to levels as is done now, separate the aspects of the AI. According to info, the higher levels of AI cheat economically, but also use better 'thinking' routines. My idea is to separate them. I would like to input for the AI a number(from 50% to 200%) for its economic advantages/

238 Replies 8,737 Views