Epic story, and very interesting AI changes... Good work ! But we didnt see AIs gang up against you or the Drengin... Shouldnt they try to attack one of you while you are at war with each other?
Ugrok
I agree, no game economic model is the only correct one. But what is discussed here is not the quality of the economic model, but it's clarity. We want it to be logical, easy to understand, easy to use. We want appearing numbers, that tell us where our money is going, where it comes from, in a detailed and clear way. I think most of the gamers are ok with the actual model (except about waaste or things like this, which are, finally, minor issues) ; what they dont like is that the way it wor
I got an idea about social production. Why couldn't we make it work the same way military and research productions do? The social sliders could be the way to control how efficient your entertainment or influence buildings (or both) are. You would gain morale bonuses, or more approval rating, or even more cultural influence, if your social spending is high. It wouldnt just control the building speed, but it would control how efficient your "social" buildings are (embassies, cultural ce
This link contains very good information about the mistakes the AI still makes : http://apolyton.net/forums/showthread.php?s=&threadid=149664 Im copying/pasting what Gufnork said in this excellent thread (i hope he wont mind) : I repeat, this is from Gufnork, a very good TBS player from the Apolyton community : 1. Transports should be protected better. They mustn't always be protected, but if several of it's transports have been gunned down they should star
Click that link, it's very very informative ! Interesting to see what veteran strategy players think about the game, and how it could be made better.
Im an "End Turn Button" psycho. I just press turn every time i see it turning green. It's quite fun, but i do realize that if i want to win a game someday i have to change. I played on a large galaxy yesterday, pressing "turn" like a mad as always, it was quite fun to see the other civilizations growing and growing all over the place while i was stuck in my little corner of galaxy. I lost that game, they had starbases, fleet and so on everywhere, i had a few crappy worlds... Must... control
Those economic sliders really make the game too easy ; the AI cant deal with them very well, it seems. When you know what type of ships your enemies have (through espionage or other means), you just have to put your research sliders on 100% for a few turns, research all the weapon or defense techs you need (knowing what type of ships your enemies have) ; then you put the military slider on 100% and pump out your new ships like mad. It's really fast, and the AI wont adapt to it : you can (and wil
Im astonished by the quantity of work you guys do for the community. Thank you. Writing an article like this takes time, and it shows that you really care about your game. Now go work on that AI !
Can we do this as well? I mean, watching the AI play without a human player? If so, how?
First of all, congratulations. On the game itself, and on the sales. You guys are a breath of fresh air in the computer games industry. You succeeded in establishing trust between you and your players. Too often, we gamers are reading empty promises about games, not knowing what the developers are doing, and finally we are disappointed ; this is what happens most of the time with big games companies. By giving constant informations about the development of galciv2 you made us f
Would it be possible to open an "After Action Report" forum? It would be great to group all player stories in it !