That link has been in my bookmarks forever and yesterday it worked, but rught now it doesn't. Firefox says it isn't redirecting correctly. http://draginol.joeuser.com/index.asp?aid=104115
Noumenon72
It's not like it's a computer chess game that plays perfectly except for the fourth turn "fool's mate." The whole game is full of loopholes and exploitable AI behaviors (which are inevitable). Instead of fixing or ignoring each and every strategy hole, I'd rather just turn up the difficulty to solve all of them at once. If I give the computer eight extra pawns, it will solve the fool's mate strategy and the fact that it doesn't know how to use en passant and the fact that it doe
How few turns is that? It would be fun to have a benchmark. What difficulty does your friend play on?
Speaking of crashes, I haven't had a one since the update. Well done!
Gallagher, I'm not sure if it's the exploit or something else that's the problem. Ideally I want the game to be so hard I need every single exploit to survive. p22, according to Brad the Dreads can only retool once per scenario, so at least you can instantly cut that 44 defense to 6.5 by switching to missile weapons. But this should have already happened to me on Achilles' Heel. So far the only ship of mine they've killed offensively was one starbase as I was doing the on
Something's wrong with my Dread Lords campaign. The computer is barely fighting on Masochistic. I turned it up to Suicidal and it seemed like it went to Cakewalk instead. What is this I hear about the AI failing to "initialize"? There is thread after thread about the Achilles' Heel campaign here with people struggling and having big battles and fun. Whereas I just beat it with no challenge on the first try. Here's my finish times for each scenario on Masochistic: #1: Sep 2226<br
What is wrong with my game? I just played this mission on Masochistic and the Dread Lords never even launched a ship off their planet. My allies were colonizing at a good pace. Does the actual action of building a 1-power cargo hull keep the AI from initializing? Because I built some but never used them for fighting. Then when it was time to attack their single planet I just sent in 8-power cargo hulls in pairs and the Dread Lords hardly got to fire back. (They let me sit 8 cargo hulls out
As another disincentive to save-and-loading, see this thread on soil enhancement. Link Plus there's the fact that it takes more than a minute for me -- I was pretty good about never creep-and-saving on GCI (except when I moved my ships wrong) and now I never do. Even if I could effectively teleport my fleets across the galaxy by saving and loading every turn so that no production occurred while I was moving.
I thought you were going to be complaining about how the explosions engulf an entire planet after you destroy one little scout...
OK, I am not building a big wonder just to get +1 speed on a 12-speed ship. And what's 4-speed plus 10%? 4? I don't think I'm going to bother with this wonder any more.
I have to say that I was really proud of myself the first time I thought of putting a lot of engines and one weapon on a cargo hull to pick off constructors, and really disgusted when I found out that building one or two ships like this guaranteed me a win in the first couple scenarios. That should not be an exploit, because it doesn't feel like cheating. Actually exploits never feel like cheating to me, even selling the computer all five levels of laser in a row. You gotta do what the game
Very, very nice! This is about claiming territory, not growing your pop, so 1 pop is fine. In fact you get more pop growth by not having anyone in stasis on a colony ship. The real usefulness of this strategy depends on how much it costs to upgrade and whether you can afford to wait three weeks. In fact, you could send out all empty hulls and upgrade them to constructors, freighters, or colony ships as the need arose.
It's a great idea, but it will be challenging to display. There's already so much on the minimap and if you use deep red and light red for high and low influence you will have trouble telling different races apart with 18 different shades of color on the map. Maybe a button to overlay the tactical map with the influence diagram.
Man, I wish my ships looked anything like that. They look like somebody took a china ship and painted on it. Stupid graphics thingie.
Again, difficulty up to Maso, size up to Large. I like the tip about turning your research up on the first turn. That means you don't have to take propulsion as a starting tech. Even if you build your colony ships, you can't get the first one on turn 2, so you might as well research on turn 1 while buying a factory on turns 1, 2, and 3. I really can't see the point of buying colony ships unless you are losing races to planets. My philosophy is that new planets are basica
You guys are right about China not being an ally of the Soviet Union... but they did swing most of their foreign trade over to Russia during the Korean War, and they probably would have been even farther apart without us forcing them to accommodate with Stalin.
Wikipedia is always a swell source for this kind of thing. The Korean War is interesting because the main consequences were actually in China. Americans don't usually think of themselves as being involved in a hot war with China that cost 400,000 Chinese casualties, but we were. The result was that China aligned themselves with the Soviet Union against us. Mao got a lot of patriotic credit for standing up to a Western superpower
This advice is for difficulty up to Masochistic and galaxies up to Large. My basic strategy is to buy 2-3 factories, turn the military up to 90% and make a colony ship on Earth on turn 3, 5, 7, 9, ... You only pay 104bc for each ship you build, instead of 1000 for each one you buy. When I have built all the colony ships I need, then I go back and research stuff. Researching, say, Planetary Improvements is nice, but it can't let you build your colony ships any faster t
I'd like to know when two civilisations declare war on each other. At the moment I find that I'll be happily trading and then suddenly a trade route is cut off - and I then find that two AIs have gone to war. Well, thanks guys! Knowing when civs declared war on each other was a benefit of espionage in GCI. It ought to be again.
While the AIs that came with the game weren't very good, the community built some that were using the latest strategies and provided an outstanding game - almost as good as playing multi. How is that possible? Did the company have to release the source code? I agree that is the ultimate solution to having a smart AI. Imagine hundreds of people competing to make the smartest AI that could beat the others or the human players. No single group of paid programmers and testers c
The lights don't work for me either. I wish I could get a screenshot, but my ships are basically two-tone designs, with none of the detailed windows and panels that all the main posters show. When I download their ships their screenshots are much prettier than mine, even in the preview window.
Wow, resizing wasn't an original feature? Great job adding that, guys, it's really cool!
Note that real life voting suffers from the same problem, eg Woodrow Wilson became president of the U.S. because the majority Republicans split between Teddy Roosevelt and Taft. There are other ways but they're slightly more complicated, like having each race rank its preferences: 5 -> 3 -> 1 -> no change. Then you add up all the votes and the one that's most preferred wins. Don't think it would add much to the U.P.
Civ AIs would always build tons of useless Militia and Phalanx and spend all turn shuffling them around their tiny islands. Gal Civ has fixed that, mostly, because it upgrades. GCI kept building Corvettes too late but they were good for picking off freighters.
I have never colonized the PQ4 planet at all unless it was Rare planets and that would be my last chance at having a third planet. Otherwise all my colony ships are out racing for good planets. Silver, I dont do what you do because I don't have a 2-speed colony ship. I upgrade it on turn 1 to a 3-speed or 4-speed. It costs 48 bc and is ready the next turn. I must not understand how influence works in this game because I have never managed to flip that PQ4 planet or skull it