am unsure what this enemy of my enemy thing is that people are talking about but Glaciv has this if I understand it correctly. Once a civ declares war or is attacked then their allies have to come to their aid and seemingly always do. "Enemy of my Enemy" thinking is the idea that relations should improve between empires that have a common enem
pedxing
i haven't played 1.2 yet, and don't play at the hardest levels or anything, but i do prefer playing on the largest maps... gotta have that epic feel, me. and i agree that the "once you start winning, you keep winning" syndrome is present in GC2, as it is in all 4x games. but i don't agree that it is present moreso than in, say, Moo2 or Moo3, or the Civ series, or SMAC, and so on. i'm not sure how i'd measure that, anyway! in Moo3 there's an emergent phenomenon th
i thought the AIs couldn't win by anything but Military victory?
it would be like setting up a Trade Route, except internal to the empire, and moving people, rather than goods? a "Migration Route"?
well, how about implement all of the features of tactical combat... position, speed, weapon range, accuracy, reload time, firing arcs, all that good stuff... but don't give the player the option to control the battle? just let them watch, like they do now! that way, the player can't beat up on an inferior tactical AI, becasue that's who is running the battle for them as well. it also works with the idea that the player should be Emperor or Rear Admira
it's one of the leaders, from Moo2. "Rear Admiral Kronos" i think?
it would explain why he's spamming a completely unrelated thread. really, learning how to use forums like a grown-up isn't that hard, is it? pffft. anyway, back on topic,,, yeah, it would be cool if hopeless empires could go out in a blaze of glory, instead of just hanging around as fodder for expansionistic neighbors! it shouldn't happen all the time, of course, not to every failed empire... but having it as an random event that takes the weakest pla
yeah, i want to be able to make a Non Agression Pact! and, maybe Trade Agreements... Economic Trade to boost freighter revenue, and Research Trade to boost both our research rates. and Intelligence Treaties, where we exchange maps and share sensor data. and... oh wait...
you can also try lowering your resolution, refresh rate, or AA level. it may be a bandwidth problem?
Alternately the first strike thing could be a ship component. Call it 'Tactical Computers' or something. or "Cloaking": it doesn't hide where you are on the map (they can tell that somebody is our there, to within a parsec or so), but it does let you get close enough without them getting a lock on you... enough that you can get a strike in be
I'll have to go back and look. MOO2 was my all-time favorite and I had high hopes for MOO3 when it came out. But when I played it, I was extremely disappointed. yeah, everybody was... the trick is to learn how to get the planetary governor
yeah, reduce AA, or reduce the resolution, or reduce your refresh rate. 4xAA at "1024 x 768 (32 bit) (75Hz)" is probably too bandwidth-heavy for your "NVIDIA GeForce4 MX 4000"... what's that... like NV18 or something?
Not everything in MOO3 was bad. Just most of it! oh, you misunderstand, i think. i just think it's funny that many of the "wouldn't it be cool if..." things that people suggest for GC2 are actually in Moo3, which people ripped on at the time for being too complicated. and having useless/wrong documentation. and
oh... "Constitution Class". got it. i hadn't heard it called a "connie class" before.
what's a connie?
population that migates by itself when overcrowed or unhappy? [cough] Moo3 [/cough] what? oh, nothing, nothing, just a little tickle...
i played the non-campaign game first, and am working on the campaign now. i thought i had the game pretty much in hand, but the rush-rush nature of the campaign has forced me to adapt and improve my early-game technique. i think i'll be stronger for it, when i go back to non-campaign play. i'm sure the campaign/DLs will have to be re-balanced when 1.2 comes out... due to "simultaneous" combat removing the first strike advantage... that'll remove one of the few ad
yeah, i've picked too-dark or unlucky influence colors too. being able to change would indeed be nice.
before you get soil enhancement, you can see the yellow squares, but not build things in them. when you get soil enhancement, you can turn the yellow squares green, and see the orange squares but not build in them. when you get habitat, you can turn the orange squares green, and can see the red squares but not build in them. when you get terraforming, you can turn the red squares green. that's the way it is supposed to work, at least... unle
the turn button goes blank while the other players are going, doesn't it? maybe it was just chewing on a really juicy turn? how long did you let it sit for, before you gave up?
a bug that it let him point the weapon at his foot in the first place? or a bug that there's no way to regenerate the limb from within the game?
@Reveilled: i think i know where all the AI production has gone... they're more than 500 BC in debt, so they've cut off their military/social/research spending. i bet if you look at the graphs of production or research or whatever, you'll see them rise for a while, then suddenly crash... or do they glide down? i wonder if the AI's try for a soft landing when they run out of bank? i face the same problem in my games, don't you? there comes a point when you can
i just assumed this is how things would work... and was sad to find that it didn't. it's a very helpful feature in the Moo series, where i got used to it as "obvious".
bothers me too. not so much, but some.
i've had the same problem on my laptop... not sure if it started with one of the early betas, 1.0x, or even 1.0... but yeah, when it starts taking 5 then 10 then 20 minutes to process a turn, i save, quit, and reload, and things get better for a while. i figured it was because my laptop was slacking, but it's not that bad of a system... midrange, let's call it.