player1_fanatic

player1_fanatic

Joined Member # 2487161
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If there is just single attacker near AI planet, having 1 or 12 unarmed defenders has no difference. They will all die in turn or two, twice quickly if you have two ships. And for that cost AI could've made ship with the weapon and actually win. Also, for the cost of putting 4 points of armor, AI could've put a weapon and have real defense. If it has industry to build ship easily with a defendese, then there is no single reason to have no weapon, weapons are cheaper then defenses.<br

9 Replies 4,118 Views

AI uses core ship looks and then puts extra parts of it. Since on core ship, eveything is jewelry, even parts that look functional, the AI ships will look weird by appearing to have multiple functional parts. Like Freighters with two cargo pods (original jewelry and another added by AI when redesigning ship). This really gives a lot of ugly ships. Every time I see AI constructor, Freighter or colony ship with "an extra" functional component at ride side of the ship I grin. <

28 Replies 15,779 Views

The one thing I don't like with surrenering is that [b]"Shock and Awe"[/b] doesn't work (poor Terrans, can't use USA legacy). If you quickly and painfully destroy enemy fleets, only thing that will happen is that they'll probably surrender to somebody else. That's why I use different tactic: -Fool enemy that he still has the chance -Only destroy fleets on planets you'll invade in same turn -with this, rarely more then 1-2 worlds have chance to surrender to someone else

28 Replies 19,773 Views

There are two problems here. First, why is cheese tactic made official, by making AI adopt it? Why should unarmed anythign prevent transports from doing invasion? Second, AI doesn't really do this properly. If you wanna use unarmed defender to prevent invasions, you build only ONE per planet, not a dozen, how some AI do. Also you don't put shields or armor, like some AI do too. That's just wasted mony. Also, this behaviour is very common

9 Replies 4,118 Views

Whew... I finally won Achilles Heel. Using tactic like I described. Fast interceptor, sensor and slow but deadly heavily armed tiny ships. Plus some starbases, where I parked all my fleets (losing one of my ships per one of the enemy is reallty not an issue). But I almost lost at the end, when DL got shields on their ships, 45 or somthing. Almosy though to quit the game. And guess what saved me? Torians! They somehow managed to bring invasion taskforce an

38 Replies 22,267 Views

The thing that annoys me with the DL missions is that it's just to random. For example, in my last Achilees Heel game, just when I thoughs that I got the right way (have build several fleets of tiny 2moves ships with 2 plasma cannons each), then DL came with their ships with 50points in shields. That, in Achilees feet is a death sentence, since you still have access to just beam weapons in this mission. Basiclly it's game over regardless I played best I could. If

38 Replies 22,267 Views

I do have cutscenes on my disc. I can see them with BinkPlayer nicely. But only first one (campaign intro) appears in the game. The release of DL that should happen after 3rd mission never appears on screen.

11 Replies 8,259 Views

I agree gmjapan. DL should not adapt, that should be their weak point. Otherwise campaign pretty much becomes randon. In one game you win nicely, in another you lose badly in 3rd one... That's not fun... P.S. Anyway, I'm toying with new strategy so I'm asking to see will it work. -I'll have medium speed sensor ships with good sensor range. -very fast 1 laser interceptor ships to take out undefended transports -and very slow bu

38 Replies 22,267 Views

GalCiv2 AI is worse then Civ4 AI and is very close to Civ3 AI. So it marks honored 3rd place of best 4x games AIs. With futher AI tweaking in patches, and maybe some redesign of game concepts that are not optimal for AI (first strike advantage, single ship defense without Orbital manager, etc), it has potential to outshadow Civ3 AI and gets to 2nd place.

40 Replies 32,045 Views

I guess that post patch change to Instrial Sector needing 400 instead of 800 hammers made these missions a bit harder (Dread Lords industrialize faster). Never played Galciv2 before 1.1, so I don't know. Anyway, if anyone beat these missions post 1.1 patch, then please share strategy, research path, ship design.

15 Replies 4,448 Views

The forth mission is Siege, rigth? The best thing here us to build up, and stike Yor and Drengin as fast as possible, before DL interferance become to great to move your troops to the front. Use your allies as buffer zone, since they will be attacked by DL most. Avoid DL, use sensor ships to see them coming and move your combat ships out of the way. After you succeed in taking out Yor, try to destroy all Military bases Drengin made on final planet to soft then up (their ships

15 Replies 4,448 Views

Also, I think that DL campaign could be more difficult after 1.1 patch, since Industrial Sector is now 400, not 800, so I guess DL will be able to militarize faster.

38 Replies 22,267 Views

Ok, I tried Achilles' Heel 3-4 times (on Painful) and can't seem to do anything. For those that beat it, what tech do you pursue first? How to you build your base? Do you try to rush to colonize some of the worlds at start? When you get militarisic? How to you deal with transports and roaming ships? Is there any full and good guide for this mission? Also, since both Siege and Achilles' Heel are really not mandatory to win (there are alternate non-DL

38 Replies 22,267 Views

As for gaoing multiple techs in single turn, that has nothing with Creative, it's just that techs are so cheap you can didcover more then one with 1turn science spending.

24 Replies 7,804 Views

The one thing I don't like with core designs is that if you upgrade them, while choosing to keep their jewelry, none of original functional parts is seen on the ship, since everything you see on core designs, even supposed functional parts are jewelry while functional parts are invisible. So if I make upgraded colony ship and remove old pod, when you add pod again you'll see 3 colony pods. Same for freighters of constructors. And that is the part that annoys me the mos

11 Replies 7,942 Views

The thing that annoys me a lot is that there is no "run all automated orders button". I mean, since most goto orders take not "integer" number of turns turns, but between x and x+1 turns (like 5.4weeks), that means that since goto-orders are done at the end of the turn, you will effectively have unused movment points in last autopilot turn (no way to spend them since goto is done at the end of the turn). If there was a button to force goto for all units, before end of the turn, i

106 Replies 126,827 Views

1 factory, rest labs. After I get final science building built (neutrality center or discovery spheres), I replace last factory with another science building. No need for entertainment centers, even if I tax high, sicne I use races with morale picks and build trade goods that increase morale.

22 Replies 14,456 Views

Civ4 still has better AI, and Firaxis team seems more experienced in killing exploits, especially diplomacy ones. Also Civ4 had almost no gameplay bugs even from release (I won't comment compatibility or graphics bugs, that's for other topic). On the other hand GalCiv2 is a fresh thing, and that's what was really needed in 4X types of games. I enjoyed them both a lot.

37 Replies 22,014 Views

Ah, Torains and theier colony rushes... and poor defenses... In one of my tight cluster, large map games, I succeed only colonizing Mars, being near the corner, while by neighbour Torians took 7-8 worlds around. So anyway, after early insutrialization, I started military build-up, and to cut story short, I conquered 5 or their worlds before they built a single armed ship. But I did got Earth heavily depopulated. This was on Crippling difficulty. Nevertheless, the

25 Replies 29,640 Views