Quitch

Quitch

Joined Member # 2420241
1 Posts 2 Replies 8,730 Reputation

I play against nine AIs on Tough with every other setting set to Random. I have to say, getting a tech victory is just too easy and I've won my last three games (well, only three games) with it every time. I had a non-metaverse game where I went for an alliance victory, but that was solely due to someone declaring war on me early, and then the snowball effect... I love the game. I expand quickly, I establish solid colonies, I walk the diplomatic tightrope between appearing tough, y

23 Replies 16,119 Views

I like to put every setting to Random for every game (bar the AI smarts and numbers... more is better!), but the problem is that one of the victory conditions is heavily tied into the game settings. If tech rate is set to Very Fast, then there's really no point going for anything except a tech victory IMO (it's already the easiest way to beat the AI I find). I'd like to see the entire research tree, or at least the final "pure victory" elements, seperated from the speed setting, so t

0 Replies 3,480 Views

This is just for the benefit of my sanity: 1. You cannot bump your own post, the forum ignores a reply by the original poster unless someone has since replied (i.e. if you post twice in a row to a topic, only the first post will push the topic up the forum) 2. You do not need to reply to your own post to have it appear in Recent Posts. It just takes a couple of minutes. 3. If you edit your post to move it to another forum, rest assured it has moved, you just ne

25 Replies 27,147 Views

Glad to here you're going to introduce an option for the CPU to chew more time. I hate it when options are taken out of my hand, and when the developer assumes I have no patience. There's a TBS I like called Massive Assault where one of the AI developers was telling me one of the biggest limiting factors was trying to get the AI to think smart in five seconds... well, I was like "Well WTF does it need to be five seconds??" Rather than a checkbox, I'd prefer a "think time" setting, w

53 Replies 67,054 Views

The inability to see important information and do important things to ships that are in orbit or stacked is a problem I expected to see fixed in v1.1. I'll admit, I'm disappointed that many of the glaring UI problems still remain unresolved.

13 Replies 10,213 Views

Oh yes, the GalCiv2 AI is supposed to be much better than Space Empires (which is more multiplayer orientated), but the SE series is so much more customisable, and one of my favourite parts was exploring the galaxy and trying to figure out what type of opponents I was facign (AI wise), where as in GalCiv2 the Dregin act like the Dregin every time.

6 Replies 3,766 Views

Yes, but what difficulty level did you play on? It strikes me from this example that the Bright AI is obviously limited in how it's allowed to respond to a cultural threat. Bright was also made easier in 1.1.

15 Replies 6,971 Views

The first time you patch the game requires you to enter your serial code. You only have to do it the first time you patch, and if you don't want to do it then you aren't forced to patch. I believe it's possible to do it on an offline machine as well, e-mailing for a key or something... This may cause problems or come as a surprise to some because: 1) 1.0X wasn't protected by this method because the authentication server was down, so they simply disabled the method for tha

33 Replies 29,693 Views

Do you guys EVER update/clean the list of changes? Some changes appear as many as three-four times, while others could simply be summarised in one line rather than five different points. I know it looks cooler to have a very long list, but if you'd optimize it, it would make for much easier reading.

88 Replies 129,652 Views

Well, I don't recall getting bored of the music in Command & Conquer, nor that of Total Annihilation. The GalCiv2 music just suffers from being rather bland.

19 Replies 13,555 Views

Download The Ur-Quan Masters (the open source version based off the 3do code) and for the love of God, get the enhanced remixes for they rock (Now and Forever being a personal favourite of mine). The game is amazing and as someone who has only discovered it through this open source project, I am praying for a sequel.

14 Replies 54,588 Views

The thing is, Galactic Civilisations 2 has two seperate modes of single-player: sandbox and campaign. When people talk about SP what are they talking about? I suspect they're talking about sandbox. And here's the thing. How many of the "extras" added between the first and second game do people feel added to the experience? Yes there's a campaign, but it's little more than scenarios tied together by a wafer thin plot. There's nothing to

56 Replies 66,799 Views

Much as I love this game, the UI seems to be flawed in so many blindingly obvious areas, like here where you can see the racial bonuses of some races but not others. Why?! Why not have them displayed in a different colour and have no default bonuses for any race? Wouldn't that make for much MUCH easier comparisons? And seeing as how you can lose (and not regain) racial bonuses by choosing something from the same category, can you do the same for hi

4 Replies 3,273 Views

One feature I'd love to see in the future is something that was a favourite of mine from Space Empires III: random race personalities and styles. While currently the Dregin are always aggressive, etc. in Space Empires III each alien race would have a random ship style, logo, tech preferences and personality. It meant that each game was different in a way Galactici Civilisations II doesn't quite match. When I run into the Dregin I know how t

6 Replies 3,766 Views

it has no advantage over the player until "Intelligent / Rough" Actually, it's Gifted/Painful where the AI first gains an advantage. Intelligent/Tough is the best, fair game the AI has.

20 Replies 14,658 Views

It seems that some races (for example: Drath) have all the bonuses of other races AND more besides (for example: Humans). While this may spice things up when these guys are AIs, it does rather imbalance things when the human can play them, and will do so until the custom race can actually be customised fully (i.e. racial traits customisable beyond the 10 points... something you can do with every race anyway). I just don't understand the p

4 Replies 3,273 Views

Personally if I had to develop MP for GC2 I'd implement a auto turn feature and a AI take over feature like in MOO3. If a player disconnects or wants to join the game in progress they can join an exist empire or leave the game letting the AI take over the control of the empire. This would stop some disappointing game where player

91 Replies 138,863 Views

Give every race unique hulls, and at least 5 at every level (which the races under AI use would of course use), and then we're hitting the value for money stage. Once we're past that, a music pack would be something which would attract my attention. Something with a bit more omph! to it. The menu music is nice, but then it all gets a bit bland after that.

139 Replies 61,350 Views

I've played it. Amazing game with the first truly dynamic universe I've ever played in. The following two threads should tell you everything you need to know, but bear in mind, the less you know when you start, the more fun you'll have discovering all the little touches. http://www.octopusoverlords.com/phpBB2/viewtopic.php?t=14837 http://www.quartertothree.com/game-talk/showthread.php?t=1998 Bear in mind that SR2

37 Replies 33,133 Views

Yeah, but a game learning AI wouldn't work in such detail, you'd simply derive certain elements from each game, like "He did X so I tried counter Y and in 40/45 games it didn't work... stop doing it". What to bother monitoring would be the trick.

11 Replies 19,496 Views