Oops, forgot to mention, I don't have anything against the pro-tactical combat element either, for that matter. I do understand why some people want it, I just don't think that it's as appropriate to GC2 as it would be to other games. GC2 isn't a wargame, it's a game of conquest, and spending the time to manage combat every time it occured would focus the game more on the combat than managing an empire. One other point: when I'm at war,
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Tactical combat would be too resource-intensive for even an expansion for GC2, in my opinion. It would take rebalancing all the weaponry (tactical combat without weapon ranges wouldn't be worth playing), creating a tactical AI, and updating the ship design AI to deal with the rebalanced weapons, the research portion of the AI to reprioritise the ship techs, etc. As for the majority wanting it, I can't authoritatively speak for the majority,
Wouldn't you have won before finishing all research, unless you turned off that victory? Not necessarily. You can research all of the military techs without coming close to a technological victory, or you can gain a technological victory without ever researching more than the first handful of levels
I think we need to start with: What stats do their ships have, and what stats do you have? I play on Tough, and I can assure you that I can recreate almost any enemy ship I encounter, baring military resource, military starbase, ship experience, or racial miniaturization bonuses if I have the same tech as said enemy. In what way are their ships better?
Influence resources are toned down in 1.1 (starting with beta 4a). I can confirm that (not that anyone should doubt Frogboy). I switched to 4a mid-game in my current game, and my cultural borders took quite a hit. There were three races that didn't have a single planet that wasn't flying the jolly r
I seem to recall Brad discussing the "attack-> peace treaty + goodies > attack ..." cheese you mentioned, testing some new AI code for that. It may have gone into the latest (4A) beta, though I don't remember for sure. Xeno Ethics: What level are you playing on? I assure you that the AI in my current game (started in with Beta 4 at tough) researched this tech itself, as I refuse to trade it. Also, the alignments do have advantages that
dovholukspam, 1) Why do you read "stardock software" as spyware out of curiosity? FWIW, it isn't, it's an installer program for all the various programs Stardock offers that includes the ability to buy (with CC or with TotalGaming.Net tokens) their software from within the installer, or to install demos of the same software, where available. 2) That question has already been asked and answered in this thread, see message #43 for
Morberis, is that with a new game, or a game started before 4A? The building definitions are part of the saved game, so this change is probably only affecting new games.
Hah, got you all beat. I just culturally took a planet where the AI was upgrading a Xeno Farm too... drum roll please... a Xeno Farm! And it was going to take 8 turns too! Not sure if this was Beta 4 or Beta 4A's fault, I just upgraded in mid game.
And the total funding level.
Yes, the space sharks are gone.
mikeswi, half-correct. If you read the tech descriptions for the various drive techs, you'll notice that the drives consist of two seperate mechanisms, one that folds space, and one that moves the ship through space, in this case the resulting folded space. In fact, at least one of the early drive techs specifically mentions that it's an improvement to the second half.
Actually, if you follow the dev posts, you'll find that the "parsec" that is used in game isn't the same as what we refer to as a parsec, it's an "effective parsec" which is adjusted according to interference with drives and sensors. So the nearer you are to a stellar object, the shorter an "effective parsec" is.
My biggest issue with the alternative method is that if it's done as a rebate, when I look at something with a rebate, I'm not thinking of the rebated price as what I'm playing, I'm thinking that it's the full price with a chance to get some of my money back. Maybe I don't mail in the rebate in time, maybe it gets lost in the mail, etc. I've had too many rebates go missing even after I properly mailed it in to have any faith in rebates. I'm not sayi
Yes, the NLC is better than most, if not all, research improvements. I don't remember if I've compared it to a discovery sphere, but I seem to remember that it beats everything prior to a DS. Yes, you do have to start a game using 1.1 beta 3 or later. I believe that if you're not Neutral, you can't build them even if you have the tech, but I'm not certain.
Possibly a rounding issue, and there is a difference at larger hull sizes. What hull size were you testing this at?
The problem with replacing your factories with something else until you need the production capacity is the amount of production capacity needed to build factories when you need them again, especially if you've got later techs in the factory line. An Industrial Sector can take several YEARS to build if you don't have any factories on a planet. Starbase wrangling: Placement tips depend on what type of starbase you are building. M
Hmmm.... I play on Tough, and I can usually almost keep up with the AI at first, and then overtake their colonization efforts at some point, but I'm playing on gigantic maps with abundant habitable planets, so there's about 800 target planets out there and the colonization phase takes a VERY long time. I find that taking econ and morale bonuses are important in keeping up with the AI. The Econ so you can afford the expansion, and the Morale
But that still pales in comparison to his 25 soldiering ability. That 25 is 25%. A 5% factor would be barely worth mentioning, so I doubt that the air superiority factor is 5%. 5 something, maybe x5, maybe +5, but not just 5%.
GC1 from a MoO-vs-Civ flame war in a Civ III forum (before MoO3 was released), GC2 from the GC1 forums back when you first started talking about it there.
I dont want to play at higher levels where the AI gets bonuses. I want to play at intelligent where the AI plays its best without bonuses. If they are going to dumb down the AI do it at lower levels... Which is what happened here. Normal and Bright got toned down in response to the improved algorith
That would be true if the engines used newtonian mechanics. But if you read the GNN text that comes up with each development, it describes them as technologies for folding space. Actually, if you read them, you'll learn that the interstellar drives have two components. One component that folds space,
I'm sure I've seen it from the Iconians, and I think from the Korx or Torians as well. Want a saved game?
Its strange that you think the game is too easy when you turn OFF the tech trading; while I agree it is too easy, it is far far easier with tech trading turned on, because one can maintain an automatic tech lead and make stacks and stacks of free money - which one cant do without tech trading. It rea
That would give you a total manufacturing capacity equivalent to 14 factories. I would say that's worth the placement of a manufacturing capital. Except that I don't think it works that way. From what I've seen, the capitals add 100% rather than actually doubling the output. So, 1 factory