new to this game and trying out a 3 player map vs. the AI. what is it with my 2 enemies always ganging up on me? i can defeat 1 normal enemy at a time, but as their fleets unite in harmony for their second or third attack wave, they eventually overwhelm my planets. is there a flaw in my strategy that makes my 2 enemies ally against me all the time? am i the weakest link? i keep offering a truce but they will always decline, not even accomplishing one of their missions would help.<b
astat
I think people are missing the point. Instead of looking for a way around what astat wants to do, he is looking for a game interface that supports what he wants to do. purge, i love you. and it'd be so simple to fix! mumble's last proposal is simple and smart.. actually i've always hated when my design frenzy was interrupted by a warning
If you are currently building a certain ship named, say, Killer MKI, and you go to the shipyard, select Killer MKI and click Upgrade, then modify it and save it as Killer MKII, all the shipyards currently building MKI will switch over to MKII automatically. well i know.. and thank god they do. but i am talking about the upgrading part, not the "pl
Upgrading with every new tech is absolutely unneccesary! One of the challenges of the game is to research in a smart way, thinking ahead. You research *ahead* of your opponents, create a powerful ship and build a fleet of those ships. try raising
astat, I don't really understand why you need to upgrade so often ship designs since you need lots of money to upgrade your existing ships. And don't forget that you shouldn't decomission ships lightly. major misunderstanding here. i am not talking about updating ships, it's about updating ship designs... my shipyards are constantly building
oh come on, i cant believe i'm the only one having this problem! on higher difficulty levels, i actually have to crank out ships 24h to keep up with the gang.. especially when playing drengin, who ought to have as much military as the rest put together. 8) let me turn this thread into a proposal then: add a button like "replace all obsolete components with newest edition".. that would be one cl
so ive last been playing this game at 1.1 and decided to have another go at it.. but before i start, please tell me whether theyve addressed my major annoyance in one of the subsequent updates: you keep researching new, better ship techs all the time. i remember being warlike drengin _and_ having a good research, i was getting a new wpn/defense/drive every few turns. and every damn time, i had to check back at my shipyard to upgrade all my current war ship designs (make that all ship de
so it was just mere luck for the altarians to send to exact amount of colony ships needed to take all habitable planets into each system? hmmm...
some replies reveal that their authors obviously have no idea what they are talking about (probably sub-normal players), but many others are really insightful! my few games so far ended at early mid-game (medium, max. large hulls), but i've learnt a lot about the basics of GC2 warfare reading through these postings, thanks.
...i always use a tiny map with every civ set to sup-normal so I dont know If it will work for high lvl AIs but someoen said never stay in war more than 5 turns. In war other civs boost there ships incase they have to go to war too. The funny thing is that I was still the strongest empire in the game using the weakest ships I cre
ive read somewhere that the AI will trash a planet's buildings if it feels it's going to lose the planet.. and maybe they were trying to teach you fleshlings a lesson by building up a bunch of those strange things you call "farms", hoping you'd drown in overpopulation and kill each other. (they saw similar behavior among Snathi rodents, and arent all fleshlings quite the same?)
a few ideas are stupid or over the top, many ideas are very good. borders, nebulae (yes, and replace the damn geometric resources by coloured nebulae!!).. and let me add carrier modules to transport tiny ships that dont add to fleet logistics... What I would like to see is for a diplomatic option 'Get your tanks off my
well if i'm not mistaken, i've played 3 missions so far without encountering any dread lords. sorry but i dont feel like continuing the campaign.. in my opinion, it's a redundant feature, just lesser campaign games with limited options and a half-hearted text story that continues when you conquer planet X. but i guess it's just me, i alread
lol while i disagree with the 60% rating, he does have a point or two. the gc2 interface isn't its strength (yet?).. hah and i loved that one: "Space battles consist of clicking 'attack' and then watching a dreary 3D replay of the action, where the opposing ships float around poking each other with glowing red and green lines." sorry guys, it just had to be said.. after reading so many enthusiastic comments about the oh-so-awesome combat viewer, a
haha yes, the minors rule! and i also love to trade all my techs away to them instead of just wiping them out for the additional planet, as many other players do. having them as peaceful trade partners is fine - and since i sell so many techs to them, they can even put up a fight against all those stupid majors that constantly try to eliminate them! lo
so things like "build embassy on 700% manufacturing bonus tile" still happen in the latest beta?
maybe the AI just sucks when it comes to bonus tiles? this is so obvious to every sentient being playing 1.0x, why are there so many absurd explanation attempts in this thread?
okay, 2 things (although i doubt there's any dev left reading through all this) 1) separate AI intelligence and AI economy penalty to create two independent difficulty scales. above all, it should be transparent which level leads to 100% AI intelligence. (i dont like to play against dumb enemies.. my current setting is tough, hope AI behavior isnt limited at this level. but at the same time, i dont like playing against enemies that get free
well i don't like this easy-upgrade feature. ships should be upgradeable on your planets and military starbases, nowhere else. ive read about players upgrading their "harmless" colony ships to deadly transports while they were parking next to enemy planets - a design flaw in my opinion.
i too cast my vote for carrier modules . as has been said, it would be cool to see many tiny ships swarming around in tactical. since those tiny ships would travel at the same speed as their "mothership", they won't require any engine modules. the possibility of excluding them from the max logistic value has been mentioned as well. the repair rate for thos
funny to see what people regard as "EASY TWEAKS".. i mean i can't code, but i do know that most of your recent proposals aren't realizable in an hour's work
"Hahaha! Pathetic Human! We knew you would capture this world. In fact, we let you, and we built everything in a haphazard fashion so that you would be mildly annoyed! Our cunning plan worked! Muahahaha!!!" - Lord Kona lol that was brilliant <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.
actually, i'd like an option to link mutliple fleets together. if i happen to have multiple fleets of differing speed and want them to move united, i have to set the course turn per turn, which is tedious. concerning your bug: i always experience such a problem after selecting multiple ships/fleets by dragging a square around them (using ctrl+mouse). ships wont join new fleets as they should, move when they shouldnt etc. but then a
If the sliders could be adjusted every turn it would just be a matter of spotting a transport and switching the entire population of a planet to soldier before it arrived. if you adjust the slider, the actual value will move towards its new position at a rate of only 1% per turn. symbolizes the time needed
only in terms of hitpoints