Jasamcarl

Jasamcarl

Joined Member # 809454
0 Posts 0 Replies 189 Reputation

Yamota, you didn't understand me. I meant that close proximity to a planet would count as a declaration of war on the part of the offending player. This is key, because as it currently stands, the ai has to declare war, and thus get the warmongering diplomatic penalty. I believe such a penalty should count against the offending player not just with the AI about to be assaulted, but against all AIs. This would mean the use of this tactic would illicit a larger number of wars as the game wears on,

135 Replies 52,263 Views

I like the suggestion earlier in this thread that entering within striking distance of a planet, especially with a transport be considered a decelaration of war. I would add the condition, however, that this only apply to civilization who have used this tactic once before, i.e. that the AI become automatically more hawkish about players that were able to seize one or more planets within one turn of a war declaration; this would cut down on the false positives and would inordinatly effect advance

135 Replies 52,263 Views

gal actually, i believe you are the one who has said nothing of value. I would have hoped by this point, having been slapped down so many times for your silly fan-entitled jabs at the game, you would have gotten some perspective. Guess now I'm the one who has been expecting too much.

34 Replies 24,865 Views

The point is that such 'basic' issues are not as 'basic' as you seem to believe. Building an specialized economic world? That would require the a.i. to have some awareness of the placement of their specialty worlds relative to an evershifting tactical threat; human players can easily defend such intricate planet set ups with their superior tactical ability, the a.i. has no such option. The reason a.i. planet managment is so generic is because that is the build that brad or the former pr

34 Replies 24,865 Views

Gal, I ask again, would you care to name a single strategy game of similar complexity which doens't cheat and does maximize its economy to peak efficiency given heavy change in circumstances? I doubt you can. And I also have a feeling you have no clue what you are talking about as to how difficult it is for the computer to maximize its build strategy given changes in the tactical situation and given limited cpu ability; weak ships relative to ai tech has been stated over and o

34 Replies 24,865 Views

Eh, no game keeps one interested forever. And no (sp) game, especially one that doesn't rely on reflex, keeps one challenged forever. I really don't see how GC2 is any worse on this point. In fact, despite what whiners like gall seem to think, its quite a lot better, unless they would care to name a game with better A.I. at anything like its level of complexity.

29 Replies 17,880 Views

Yes, I would say having to be able to maximize based on tile location takes more skill than the easy money maximization that was going on pre 1.3. Do planets tend to look the same? Maybe, but there was an optimal planet build BEFORE 1.3, it was just that there were so many other easy exploits that you weren't penalized for going off on a strategic tangent. And based on tile bonuses there are other builds that can make sense. Based on the circumstances in the individual game, its that descsision

86 Replies 93,191 Views

The 'viable' strategies were just ways to break the game. They were easy by definition give that they relied on a loose economy. The 1.4 balance gives both options+scarcity which rewards GOOD players, i.e. those who can maximize the benfits of random tiles, as opposed to the pre 1.3 "I think I'll win this way" approach.

86 Replies 93,191 Views

It does seem as if some idiots in this thread don't remember their earlier complaints that there was no reason to build morale buildings because stock exchanges were too good, and that, post 1.31, stock exchanges were the essential building. By boosting morale buidlings and nerfing exchanges, the changes add more options to the game not less. What is the real complaint here; that the game isn't as broken as it used to be? That the numbers simply aren't large enough. Pathetic.

86 Replies 93,191 Views

Actually, his main problem isn't that he is so hotheaded, but rather that he is so muddleheaded. I get angry, but atleast i'm somewhat articulate when i decide to show it and make sure that those i'm venting on know what i'm angry about. I don't go on some underthought rant and then back off when i'm called on my stupidity, "No, this is what I really meant." And, if i were to revise my earlier point, I would atleast make sure that point was a good one, and not some idiocy about people l

99 Replies 31,726 Views

Well, given that OP has more or less admitted that he made an ass out of himself going in, much the challenge of the prospective smackdown has been removed. And many have already made the point that even his subsequent explanations are inane. But his attitude is just so bad.... Come on..give me a reason.

99 Replies 31,726 Views

E.S. looks like even more of an idiot after his attempts at explanation than he did with the original reply. Is it even worth it for me to slap him down?

99 Replies 31,726 Views

In other words, the only way to make it balanced is to nerf it into oblivion. Even then, under the scenarios described, it would put even greater strains on gal civ's tactical ai. I understand Brad's KISS philosophy to design. And the more i read about dark avatar, the more i'm convinced that the features added there are well chosen so as to give the ai a plausible way of checking the player while providing the latter more options. Well done.

36 Replies 21,142 Views

gal, I'm not 'resistant' to the ai building faster ships. But its not an either or proposition. And the problem is already less the ai's ability to launch a good offense (which from a technical point of view might be hopeless; and that is not 'avoiding' it as you negativly characterize it. its a techincal limitation), but its ability to counter a human offense. Forcing ships to slow within influence would make countering the blitz much easier as its more likely human ships will come int

121 Replies 29,337 Views

I disagree. The A.I will be even slower on the attack, but it will hurt the human player more than the a.i, because its the human players at high levels that rely on mobility the most. And making the ai competitive requires more than programming it to build faster ships. The blitz works because human players are skillfull at dodging sensors and positioning their ships in such a way that in one turn they can take multiple planets. To allow the ai to do the same would require muc

121 Replies 29,337 Views

Planetary bombardment of the type discussed here would break the combat system of the game. Currently, there is a tradeoff made between weapons based ships to clear the field of enemy ships and transports, which actually do the direct long term damage to the enemy economy but are extrordinarily weak, cost population, and are entirely 'spent' once used. Bombardment, in the form of a module that could be used at all, would make the military option too powerful. The expansion will

36 Replies 21,142 Views

Oh, and you are playing 1.31, correct? Something doesn't sound right about the ease with which you allied with the most powerful neighbor if you were really as militarily behind as you say.

9 Replies 6,941 Views

Influence only works at all because the A.I. is meant to be manipulated by diplomacy. Its part of the this single player game. An influence strategy would *never* work in multiplayer. Its working as intended. That being said, if the a.i. has a decent military lead on you, and when you haven't rushed the yellow techs, it will see those influence bases as a provocation and attack them first. The higher the level of the go, the greater the a.i. resource advantage, the greater thei

9 Replies 6,941 Views