MacsenLP

MacsenLP

Joined Last seen Member # 871056
10 Posts 101 Replies 15,114 Reputation

Personally I like CariElf's proposed solution in the first post. It's far from the desired outcome i.e. the AI being able to defend well against sneak attacks. Frankly even with border relocation it's still pretty easy to do sneak attacks although not as devastating on the 1st turn of war. Yes it may not be realistic, but it will help the AI which is all I really care about. If the AI was capable of making devastating sneak attacks then the change wouldn't be needed... alth

178 Replies 185,331 Views

My weapon advice/strategy Positronic Torpedo II is the most cost effective weapon in the game ie cost/damage apart from that missiles are a poor weapons branch. Because each individual weapon can destroy a ship it's a good idea to have lots of weapons rather than a few really powerful in general the weapon rolls will average much quicker too. That why thy the mass driver and beam weapon line on the hole is better than missles apart from the anomoly which is the cost effectiv

29 Replies 18,092 Views

Hi kryo, are stardock going to change the planet graphics to reflect there new toxic status once they have been spored in the future? The planet graphics should turn a nice shade of toxic purple like the original toxic planets start as.

6 Replies 5,779 Views

You know, I'm getting tired of people calling every solution other than a military one "cheese". Honestly its a good tactic. If you can take out a superior empire (an empire that has larger military and more planets) using cultral starbases to flip over pretty much all there empire then thats just abusing poor AI and is cheese imo. From the Notes of 1.5x frogboy has tried to make the AI notice cultral aggression more. The korath AI should certa

41 Replies 23,480 Views

On any map with a decent amount of planets getting enough production to build speed 3/4 colony ships in 1/2 turns as quick as possible should be the immediate primary motitivation. Early social build of eco buildings seems pointless to me. The early game is all about colonisation I think wargazmos strat is seriously flawed.

22 Replies 16,798 Views

You might dislike my proposals, but I've seen that happen in way too many games. I'd just like to se more variety. I too would like to see more variety but I think your proposals would be following the wrong approach. The Drengin and Korath AI's don't need to be weakened it's the other AI's that need to be strenghtened. The other civs need to be more militaristic and aggressive the fact is they are affectively going for research or influence

8 Replies 9,163 Views

Is it still obsessed about smaller ships? It depends which AI... In my recent game the Korath were obbsessed with building huge weapon figates and battleships and out of date but cheap (if not cost effective) defenders. The differences between the AI's are quite large now they all have strengths and weaknesses. Some of the AI's are donkeys imo opinion like the iconians (not war orientated at all) and the terrans for example would do well if th

14 Replies 8,940 Views

I'm not aware of the issue. This issue only recently popped into the bug tracker. People need to realize that posting on the forums alone doesn't garauntee we know about it. If it weren't for Kyro, it would still be unknown. I would imagine far more bugs are reported on these forums rather than are e-mailed to Stardock and would imagine this will always be the case. It's certainly a lot easier reporting a bug on the forums and getting pretty much inst

95 Replies 58,975 Views

Anyway, if you manage to take a planet from a technologically superior race, I think you deserve the chance to steal their superior tech. I mean, if the U.S. got invaded by cavemen, they wouldn't have to learn how to build muskets from us before they learned how to build Thompson submachineguns. Just look at the Geico guy. I feel that the only thing that ultimately matters is gameplay. There are ways to rationalise both sides, just because you have the

18 Replies 11,612 Views

Well, keep in mind that planets of that quality tend to take a very long time to develop unless you are rush buying the terriforming techs Early neutral helps a lot with PQ1's as with just about everything else... Going neutral and researching up to habitat improvement will turn PQ1'S into ethier PQ11 or PQ13 in no time at all at normal tech rate early 2nd year in my games. Takes a bit longer to get terraform tech but I almost always risk going

38 Replies 18,093 Views

I've been banging on about PQ1's for weeks in a variety of threads. Now that they have a thread all to themselves it would be nice if Stardock commented on them. It's not fair that the player should have such a big advantage these planets exist on all levels of difficulty. I'd love to know what Stardocks intention was with PQ 1's. I would like a fair playing field in my games ethier the AI should colonise them or they should not exist (at least at certain difficulties).

38 Replies 18,093 Views

Seems random to me. Must admit though I'm getting bit fed up of skipping a hole weapons branch to the end just because I got lucky when invading. It should be about time that Stardock implement that techs can not be stolen unless you have its prerequisite tech.

18 Replies 11,612 Views

Are you playing on fast or very fast tech rate? normal tech about 125 planets large map Second year Aphrodisiac sounds about right. I'm in my second year and my planets are bumping into the 6 billion limit without Aphrodisiac. Are you playing few planets? For all your planets to have high pop early second would be strange. I colonise about 20-25 on the maps I play by that point and only my capital wou

21 Replies 13,679 Views

Aphrodisiac occurs late enough in the game that I don't think it needs nerfing. Not true in my maso games it gets built in the second year on my capital while the rest of my planets are building factories and have relatively low populations. It's a very powerful way to get your economy flying early on and its affects are powerful throughout the game. Probably most powerful special imo.

21 Replies 13,679 Views

it seems to affect all maps. Glad I haven't been quick to update for a change then. Stardock really should do something pronto about this, prob would only take 10 mins to fix and make avaliable for download if that. Perhaps now the weekend is over it will get fixed on monday...

15 Replies 10,153 Views

This really changes my strategy regarding this super project. It seems only valuable early on, when you are only building marketplaces at 8-10% economy increase. Then an Econ Capital is worth 5 tiles. But once you are building stock exchanges, it really loses it's value. All very true, it's still well worth building though unlike many specials. Early on is when games are usually won and lost...

18 Replies 18,928 Views

I've always found the +70% population growth bonus for 6 points to be the best Thats why they finally nerfed pop growth ability in DA. They need to nerf aphrodisiac as well though.

21 Replies 13,679 Views

you are describing 1.50x0.66 not 1.50x0.68. Just checked Stardock and it seems your right. To busy playing eh So .68 has the fog bug and not .66 is that correct? Also what map sizes does it affect and what other noticable changes are there between .66 and .68?

15 Replies 10,153 Views

Does this bug only affect gigantic maps then? So far this patch has been one of the best stardock has produced imo there are a lot of little tweaks and bug fixes that have greatly improved gameplay. Obviously if I played gigantic maps I wouldn't be so ammused, bugs can be introduced for instance the PQ bug on the first DA update led me to stop playing the game until this latest patch was released. The patch def shouldn't be taken down the last version was awful compared to t

15 Replies 10,153 Views

Forgot to mention this earlier... Get rid of or allow the AIs to colonise PQ1 planets. These planets always turn into PQ16 or PQ19 after terraforming them completely. The AI can not currently colonise these planets yet the player can. It's too big an advantage for the player having these amazing planets all to them selves. Also there is no way to distinguish PQ2 and PQ1 planets from PQzero (uninhabitables) currently on the tactical map.

437 Replies 246,749 Views

Politics, thats all trade is good for (atleast in GalCiv2). Yes but you might as well maximse the amount of creds you can get by selecting the right routes if you can. My purpose of this thread was to find out how to do this.

13 Replies 21,890 Views