Luck's insanely powerful, so much so I've stopped choosing it. Floods of precursor ships = easy win.
Vinraith
Heh, i suppose you could whip up an astronomical accuracy mod. Maybe fix the retrograde motion of Earth's moon and the like as well. There are some astronomical inaccuracies that'd be hard to get around though, like stationary planets located light years away from stars. None of it's a big deal, of course, because the game's incredibly fun. But hey, as long as the devs are adding gameplay features and tweaks it doesn't hurt for the community to add a l
Just for the record, there are a lot of us out here that really appreciate free feature upgrades, especially the kinds of massive, expansive, and incredibly fast feature upgrades you folks are working on. Personally I've had almost no bug problems, but then this is a brand new system and maybe that matters. Either way, you've picked up a loyal customer here Stardock.
I did that (universalist luck + luck trait) and it appears to be broken. That is to say, when using only one or the other I experienced a respectable amount of "lucky" events. Thinking I could add the two for a stacked effect (+50% total) I did so only to find that the reverse was true; I experienced an embarassing few lucky even
*duplicate*
You have to have "close" relations before you can ask for an alliance. Incidentally, they don't need the Alliance tech for you to be able to ask, so long as you have it.
You have to have "close" relations before you can ask for an alliance. Incidentally, they don't need the Alliance tech for you to be able to ask, so long as you have it.
In several posts about 1.1, its been mentioned that the AI is going to be smarter on higher difficulty settings and dumber (that is, less prone to using intelligent strategies) on low settings. I love this idea, as it essentially gives eveyone what they want, but I'm curious as to what it means for "middle" difficulty settings. Specifically, what kind of impact will this have on normal and challenging?
I love it the way it is. The depth is far too great to allow you to be competitive in every weapon type, plus in longer games it's the only thing that keeps everyone from maxing out weapons tech.
It's not out yet.
1.1 beta is on Central No, it's not.
You mention the AI being weaker on low settings and tougher on high ones, where are you drawing a line there? That is, what will the impact on settings like "normal" or "challenging" be? Harder? Easier? About the same? Love the game, and thanks so much for the fast and extensive updating.
Looks fantastic. Thanks Draginol, and thanks Stardock.
Those are the civilization "intelligence levels" as listed in the manual,yeah. But there are more difficulty levels than that. What I want to know is what these mean: * Cakewalk * Easy * Simple * Beginner * Normal * Challenging * Tough * Painful * Crippling * Masochistic * Obscene * Suicidal The last three, for example, all correspond to "incredible" intelligence,
I don't know if this would be easy or not, and if it's not feel free to ignore me, but it'd be nice to have the economic penalty and the AI level adjustable separately. That is, the ability to play with no or few predictive algorithms but with an unpenalized AI economically would be cool.
Oddly I'd like exactly the opposite: the ability to play a somewhat dumbed down AI with 100% economy. Ideally, I suppose, the econ penalty and the algorithm depth would be two seperate settings. I don't know how practical that is, though.
Hi folks, Sorry if this has been asked before, but forum search doesn't seem to be working and I didn't see it anywhere. There's a very clear breakdown of AI intelligence levels in the manual (thanks for that, Stardock) but I note that there are more difficulty levels than there are AI intelligences. What, then, is the difference between difficulty levels that leave the AI intelligence the same?
They're too powerful even as is, and pretty much obliterate game balance whenever they show up. A random event should never be enough to elevate a civ from 9th to 1st all by itself.
It's way down there on the priority list, but I have to admit it bugs me ever so slightly too.
I have been playing on beginner level w/4 races, tiny (or small sometimes) galaxy, have played about 3 games so far and never did I find a Ranger ship, not one and not in one game. I imagine my galaxy size has something to do about it? I would like to know how just the opposite, how can I find one of these ships so I can conquer
I'm glad to hear that the difficulty setting fixes the evil civ problem, I'll start playing on Challenging. Any word on the precursor vessel events being affected by difficulty?
In the past three games, I've had to deal with a monster Drengin. You know, the type that quickly has four times the military rating of his closest competitor? The kind that decides the gobble up its neighbour simply because they smell funny? <img src="http://images.stardock.com/gc2/T_DL/smiles/Smil
Can't believe folks whining that easy is too easy. That must be very annoying, fortunately I'm neither whining nor playing on easy.
TURN UP YOUR DIFFICULTY! Happily done, but I'm playing on normal here, not cakewalk or something. Regardless, that may fix the evil empire problem but does it change the random event frequency? I've read elsewhere that it doesn't, but don't claim to know.
As several folks have (essentially) said here it really depends on the circumstances. Generally I don't worry about sensors on fighters. I apply life support as needed depending on where I need the ships, and tend to always build my defensive forces with nothing but weapons and armor. Purely offensive ships work fine so long as you're the one attacking and you can wipe out the enemy in a volley or two. Generally, though, I've been most successful with