I think it says something when it is simply a more enjoyable game when you just ignore the diplomacy system unless a mission happens to fit with where you fleet is an a given moment.
FireLock
[quote]Instead of timed quests, the diplomacy screen should tell you something like "yellow AI hates green, likes blue, and wants metal", and you get a small bonus every time you give him metal, or kill a green ship or structure, and a penalty whenever you kill a yellow or blue ship. That was alliances would slowly form based on mutual enemies. [/quote] I really like this idea. Knowing what each faction (in that specific game) wants and responding to their needs in order to placate them
[quote]I agree that AI isn't too good 1 vs 1 for any game. Like in most game the only way to have a 1v1 AI challenge would to give the AI a head start. [/quote] GalCivII manages to do it :)
I don't really want to come across as another 'me-too' noob.... but I'm probably going to! :) When playing unlocked, the fact that the other factions start at a 0 allegiance seems wrong. It immediately makes them all your enemy instead of all starting at an even footing. The alliances are unlocked and so should be (IMHO) undetermined, thus start the allegiances at the 50% mark. That way you can maintain some and let other slide. I'm fine with the AI always making demands (thoug
Simple question... When you display the Diplomacy dialogue and select your own Faction, a list of three things is presented, something like Culture, Economy & Military. I assume that the numbers displayed next to each sub/category are rankings - but is a high or low number better? I assume a dash is 'no value'. Thanks
Go into the Research menu, click the Fleet Logistics button on the left. The upper half of the dialogue is the Capital Ship Commanders tech tree. Click the first left hand square button to develop a second crew/commander & therefore be allowed to construct a second Capital ship.
Ahhh okay - I've obviously not hit the cap then. I upgrade it along with Capital Ship Commanders when possible. I thought it was operating behind the scenes and I was potentially being penalised because I'd not got my Fleet Supply/Upkeep correct. Many Thanks!
Can someone please explain the meaning of Fleet Upkeep and Fleet Supply? and the effect of this tech area? The manual states: "While initially there is no upkeep to maintaining your fleets, as you research in this tree the cost of operating more forces will increase." So... why on terra would I research this tree if the operating costs for my fleets are going to increase. "This Upkeep penalty is deducted from your resources as a tax against credits, metal and cryst
[quote] 4) Bribing pirates is done so they don't attack you, *not* so that they will attack the enemy. They're pirates, not mercenaries. [/quote] This is especially true. ATM the Pirates are mercenaries hired by the highest bidder. It would be better (IMHO) for the Pirates to attack whoever had offered the lowest bribe. Just like a protection racket.
Summary/Proposal Here's what I would like to see the game provide regarding Pirates... I'd like to know how others feel. 1. Nomonclature. At the game-level, create a setting to allow the word Pirate to be replaced in all in-game text. Perhaps a text box where you can enter a free-form name, or maybe a drop-down where you could select Pirate/Mercenary/Renegade/Privateer/Seeker/etc. This is probably the most involved request and one that I can really live without :) 2. I
I don't think that you can compare simplistic weaponry with a massively powerful device from a society at the edge of it's technology curve. A reasonable comparrison would be the Space Shuttle and it's attendant support/logistics infrastructure. Just because NASA have built the thing, they don't just hand it over to those who fly it and let them get on with it. If NASA chose to halt future development projects then they would still stay in existence and maintain the Shuttles - if you actually re
If I manually amend the frequency in the gameplay.constants file, would it also be worthwhile increasing the value of "MaxBountyBidCount" for the AI (especially the Economic one) to ensure that an AI strategy using Pirates remains viable? I was thinking of changing the Pirate First Freq to 15 mins, and thereafter to 20 mins.
I like that you have to maintain the required number of labs. IRL things break down and require repairs/maintenance. You also need to train staff and for support. {tongue-in-cheek} Are you telling me that once TS have set-up your office PC that the department can be disbanded becuase their work is done?! {/tongue-in-cheek}
I think you should have a vote option for "No additional configuration required". That way, the devs could guage how many people actually want a change. BTW I'd like to be able to configure all options, but in the main I think the frequency would be the most used. Especially if I could set it so they only turn up every 40 minutes or so.
I like the idea that if a human drops the AI *doesn't* take over - especially in 1v1 games. I realise that it's not the norm, but it does make sense & puts the onus back on all the players of the game. Having said that, if you were to play something like a 4v4 and 1 player drops, then you may well want an AI to take over so all 7 people can still have their fun. As there are instances when either situation is preferable, then I advocate the idea of having it as an option when t
I like the reasoning behind the Pirates and the extra dimension they add to gameplay. I have had no real trouble using/dealing with them. However, in the few games I've had they are often my main enemy rather than the opposition AI. I realise this may be because the enemy AI is actually using the Pirates as his proxy military might. For me, this doesn't feel quite right - the Pirate termininology and the large massed fleets are grabbing the limelight from the opposing faction/s
I really like this suggestion from unb: --pirate strength (adjustable slider, or low-med-high) --pirate frequency (again, slider or low-med-high) I want to include the Pirates, but their frequency and strength makes them nearly a faction in their own right.
Yeah absolutely. It would be nice to at least know that the email associated with Paypal is the one used for the registration of the Games and not that of the Stardock account you are logged into.
Is it possible to install SoaSE twice on my machine - once on a Vista drive and then again on my XP drive? Any advice on how to do so? I'm fairly new to Stardock and so haven't explored it's functionality very much. Someone has mentioned creating an archive and then restoring/linking - not sure if that's correct, but would that be the way to go? Thanks FireLock
[Resolved] I contacted Sales & indeed I had used a different email address when first registering Stardock. The Sales department were very helpful & consolidated the two email accounts. Thanks!
I had the same problem. So I went to the Basic Logistics tutorial and then exited as that seemed to work. Then I went back into the Basic Gameplay tutorial again and it went through okay. The Basic Gameplay tutorial could really do with (i) telling you what the objective of the game is & how you accomplish this and (ii) telling you that it has actually completed, instead of mentioning another tutorial.