From my experience, this happens if you have the random intelligence box checked. It seems like it is trying to randomize your intelligence as your are changing the values. Try unchecking that box, and then modifying your race.
Wyndstar
Frogboy, you noticed our little conversation! A ship with 400 shield defense only gets between 1 and 20 defense when attacked by a mass driver. Of course, the mass driver only does 0-1 damage, so 1-20 is plenty Even lots and lots (say hundreds) of mass drivers don't really do much... at least right now under 1.5x2. I
Well, and just think about all the changes that could be implemented in the current game that would be too much for a patch, but could seriously shake up how the game is played... Nebulas/gas clouds that permanently blocked sensors. Enemy fleets could sail right past each other, and perhaps military starbases would find their own as permanent sentry posts guarding the "blind spot" weaknesses in your border. Stealth ships that required sensor tech to be able to fight.
I'm a little disappointed at your implied notion that only play at higher levels of difficulty should be catered to. I'm sorry if that is what you were getting from me. One of your core complaints seemed to be that you felt the game was easier for you with the new combat changes. If the game is too easy, the intuitive solution is to up the difficulty level (if there are higher levels to expand to). My point, typically, in bringing up the highest diffi
Yeah, Intellekts idea could also help defense ships against monster attack ships with no defense. Those defenders are going to live for a round or two, so they are gonna get some shots off... could add a lot of strategy, and reduce the effectiveness of using the one hp rule to exploit the AI. Of course, then you would want a defense repair rate racial trait... and things get a lot more complicated after that. There is still a lot that you would want to work out. I have said e
Yeah, I would also vote for another expansion over GC3. There is still plenty of room for this core engine to be expanded upon, and expansions always take less time than new games, that is just the nature of the beast. The real question is, what do the suits who control the money and resources want to do??
If, for instance as you say, the AI fields in ships that have just enough Defense to negate one ship's offense. Why, then, I'll fleet them in twos and clean his clock! If he plans for two, I'll field in threes, and so on, up to the maximum of my logistics. It takes no planning. I simply look at his fleet and deploy my ships accordingly. Your just using a logistics advantage. When the AI has even numbers with you and has mixed defense/attack ships, they
Thanks so much for repairing the pictures for the races for DA games in the metaverse. My Altarian, Krynn, Korath and Custom games all look so much sexier now that they are displayed right. As always, your work and refining of the product are appreciated.
Similarly, the inability of the AI to fight the Hyperion Dreadnaught is a problem with the AI, not with defense, no? Actually, its a problem with a basic game mechanic. The tie rule, also known as the one hp rule, makes it so that when both sides wipe each other out, the side with the higher attack survives with one hp. I just use this rule to make pure attack ships that never die. For some reason the devs seemed to think this was a better solution th
I disagree with you on a fundamental - that Defense should beat the matching type of weapon at all levels of the tech tree. That is simply not a tenable situation. OK, well I guess we are just going to have to agree to disagree. As it is, defense will only beat matching weapons for most of the tech tree, at the top end weapons win out anyway. In my experience this was very similar to how combat was in DL as well, which is why I used to stick religiousl
I'm not that good a player, and I frequently fall behind in tech at Tough, especially at the stage where we only have Medium Ships. My opponents all have better weapons, better economies, and better miniturization. The fact that I can up my difficulty level purely on the basis of a military advantage from Defense means that Defense is disproportionately powerful. I disagree. I think it means the computer does not use defense against your one weapon bran
Well, the Yor, Drengin and Korath AIs are the least likely to use def it seems, being evil they focus on attack. That they were all using the same weapon type just means that you got lucky, not that the system needs to be changed. As for how far you get in the tech tree, that really depends on map size and research level. I'll admit I typically play with very fast research, and each civ has usually maxed out one weapon line halfway through year 2 (say 130 turns in). This is usually a
Thanks for your response to my question. Here is my response to your observations: Tough, if you'd like to know. The difficulty level should not be a determinant of military strategy. Given relatively equal resources for everything else, all-defense builds should not be universally useful. The reason I ask is because all defense builds are NOT universally useful at higher difficulty levels. With more money, resources, and technology the AI is
I noticed something in a game for the first time today regarding custom races. Their starting system will always match the player's system. This doesn't seem right. I played a quick game today with the Thalans against 4 custom enemies and 4 stock enemies. About half way through the game I noticed that all of my custom races had a PQ 15 starting homeworld, rather than the PQ10 and PQ4 I always have to play with as a custom race. That worked for me, I like to develop PQ15+ worlds, but
For what it's worth, I can't get either of these events (peacekeepers or DL) to spawn since my first game. I just keep getting some stupid scientist who accidentally makes the range on all ships unlimited. There is even a movie for it... but uh, I have only been playing on medium maps. Who needs unlimited life support on a medium map?? Don't know how these are triggered, but I got the same mega event four games in a row now...
What difficulty level are you playing on? Some races never seem to have a problem destroying my high defense ships. The Yor come to mind.
Well, the trick really is to balance a lot of things. Here are some very basic tips that might help you (not necessarily super cool though)... Assuming you are starting a game on a medium map, there are, I think, four things that is helpful to focus on in the first year: Early game economy: Early in the game (the first year, as you mentioned) is the most important time to build an economy, or figure out some way to make money. Here are a few simple strategies: - T
Thanks to all who supported my ideas! Reading through this, there are at least two other ideas I hadn't thought of that would be great. I support the continual spawning of anamolies (at a rate proportionate to their basic rarity) - go go Galactic Guide Book. Also, improved warning options as part of diplomacy. So many times I decide to just kill someone because I don't like them flying through my space. Would be so great if I could just tell them/warn them. And if the AI co
Exactly!
But, but, I like using extortion to make myself more powerful. Come on, real empires with large militaries do it... Edit: But we could always change the name from treaties to tribute!
Thanks so much for asking. Sure, I have a few suggestions. Heck, if you even did one of these it would make my day. 1) Implement the mysterious "repair" module that exists for starbases. Whether it repairs ships, starbases, or both, I'd love to see how that could effect the use of starbases in overall strategy. 2) Make the AI value higher and/or work harder at getting treaties sent to them. Those are free bonuses for your empire, and I have never once seen an AI get more than
Oh dear, I thought of a few more: - Lower the cost curve on spies, so it is cheaper to build the first 50. If you are spending a lot more on espionage, you should have a lot more spies, not two or three more. - Allow fleets to orbit planets if you have the orbital fleet manager. That is, let a fleet take up one of the 10 spaces, increasing the number of ships you can have defend a planet, and allowing you to set the defensive "teams" that are defending the skies.
Thanks so much for asking. Sure, I have a few suggestions. Heck, if you even did one of these it would make my day. 1) Implement the mysterious "repair" module that exists for starbases. Whether it repairs ships, starbases, or both, I'd love to see how that could effect the use of starbases in overall strategy. 2) Make the AI value higher and/or work harder at getting treaties sent to them. Those are free bonuses for your empire, and I have never once seen an AI get mor
If defence degradation were fixed only to fit the available documentation, it still wouldn't work because the firing pattern (for ships with more than one weapon) doesn't account for the off-type effect. When you're faced with the question 'Do I first fire my ten phasors or my five photon torpedoes to cause the most damage?' the answer should be straightforward to work out given the relevant numbers. Um, this would work fine in the current system, the or
I live in San Diego too, where did you find a 1 bedroom that starts around $300k? The ones I've been looking at start at around $425k and climb to the low 700s if you want a decent view or space. Are they in like North Park or something to be that cheap? Anyway, there are pluses and minuses to every region. Internet access as a requirement to be able to install patches was a business decision stardock made. Maybe that information should have been included on the store packaging, but