Playing Siege I had stolen Doom Beams from the Dread Lords. We were in a position such that when two of our ships met the first one to fire would almost always kill the other one and survive without a scratch. I put together a fleet of five of these ships and noticed that the Dread Lords did not appear to be allowed to use fleets. The problem was they refused to engage my ships, which meant I was free to destroy them ship by ship, since th
Quitch
1. I found when I loaded GalCiv2 and restarted Siege that though the altarian style was showing, human was selected on the style menu. 2. Grammar: Altarians, "Dread Lords is powerful..." 3. When the Dread Lords conquered some of my forward planets in Siege I never lost that planet's LOS. 4. The maximum number of modules displayed on the starbase upgrade screen is different from that on the details screen. <b
41. The rename planet option should position the cursor in the text field rather than making me click there. 42. If you cancel a starbase upgrade the constructor is positioned on the starbase square. If you misclicked or change your mind, you now need to move the constructor off and back onto the starbase. There should be an upgrade option when they share a space. 43. Selected ships autopilot line should highlight on the minimap
+ Neutral civilizations won't discount relations with good players anymore (why be good? because good and neutral civs will tend to like you more). + Being a good civilization gives you more bonuses with neutral and good civilizations in terms of relations But researching Ethics allows you to mak
In that case the campaign missions missing trade could do with removing loading tips for it and especially the quarterly report on how everyones (non-existent) trade is going
Why has the trade research route been removed for campaign games?
I beg to differ Saber. Parking two fleets off an undefended planet can be great. When ever a ship is created you destroy it and raise your HPs. I use the second fleet for replacements when one fighter gets more than 50% damaged. Then when tech improves upgrade these high HP monsters. Nothing like small ships with a 100 HP long before medium hulls is possible. I do this wi
Uh, but the AI *isn't* picking them (well, not the initial 20% anyway), it's part of the Drengin, and you can play the Drengin!!
Was it a mining starbase? If it was then espionage would let them know the second you built it. Seeing as you can't set the AI levels in the campaign, only the overall difficulty, then there's no reason the Dread Lords couldn't be cheating since they are a very special enemy. Stardock haven't said the AI doesn't cheat, they've said it doesn't cheat until Gifted and that on lower levels there are ZERO cheats, not even a "no fog of war" cheat, which is so common in AI.
Well, I think that's more a case of rounding everything up, so far as I can tell.
38. The difficulty setting is reset to Normal every time you hit another campaign mission. It should remember your setting. 39. Remove the AOE display from mining starbases as it is irrelevant. 40. Deleting a building from the build queue removes focus from the queue rather than the next building being selected. This makes mass deletions a nightmare.
There are no role-playing elements though, you're simply saying "punish me" or "reward me". There's no advisor with variant dialogue depending on your choices. It doesn't shape your society or influence your look. You're basically choosing whether you want a freebie reward. A stratergy game should be a game of choices, not a pre-determined route. I should be saying "Hmmm, that evil option gives me +10 production, but then there's that -7
I think there should be an advanced difficulty setting area where AI intelligence level and AI handicap/bonus are separate settings STRONGLY agree with this. Strange
The manual suggests that the AI levels are the difference in bonuses, it's disappointing that AI levels are so well documented, but difficulty isn't touched upon even though for things like the campaign it's the ONLY way to see difficulty.
I have sometimes found that when loading or unloading a skin, WindowsBlinds will not always be entirely successful, leaving you with a half and half taskbar or something. Also the start menu is overdrawn by the borders of any open window.
All AI opponents default to fool, but the difficulty level setting only changes the intelligence of opponents currently enabled, not those enabled later. Therefore if I have four opponents and the difficulty set to Tough, all four will be intelligent. If I now change the number of players to five then the Yor are introduced, but the Yor intelligence is set to Fool even though the difficulty is at Tough. If I up the difficulty to the next setting all
The difficulty (not AI) levels of the game are completely undocumented. Okay, there is a brief line in the manual about "they change the AI difficulties as one" or some such, but it doesn't explain what the difference between the bottom two and top three difficulties is, since there they don't change the AI intelligence levels and there are more difficulty levels than AI intelligence.
Challenging? Isn't that below Tough? I think it's unfair to blame posters for this seeing as, AFAIK, difficult (not AI level) is completely undocumented. Tough is the smartest non-cheating AI. Try that.
If you start a new game and change these values you'll note the AI level changing. Tough means every AI plays at Intelligent for example. However, I have been unable to find a difference between the last three levels (and the first two? I forget)
But without trying the AI at other levels on the same settings he hasn't managed to identify that it is an AI problem at all.
"3. No option to view other races movement within your LOS." Sure, but you realize how annoying that would be once the game really gets going, esp. on gigantic maps? I can't really see the option being that valuable as people would turn it off once it takes a couple of minutes between their turns. I find having to check every planet
I've put together a list of UI annoyances, additions & possible bugs. I am using 1.1 Beta 2 1. Unable to delete in-progress buildings by selecting them in their square as this does not select them in the build queue. 2. Unable to delete in-progress buildings using the delete key on the keyboard. 3. No option to view other races movement within your LOS. 4. No option to configure the speed of movement
Not you and please...enlighten me The point of a public beta is to generate feedback.
Thanks for keeping us informed! I really appreciate the depth of the journals which are reguarly posted. Makes this game as exciting when I'm not playing it as when I am. An easy way to share ship designs coming in 1.1 or later or ever? Because right now it's pretty aw
Until Stardock gets their act together It's a Beta FFS. At this rate they'll stop providing them.