Elestan

Elestan

Joined Member # 3185138
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43) More of an annoyance than a bug, but the fact that surplus production isn't carried over between turns leads to otherwise unnecessary micromanagement.

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41) The places that show what a colony is building should have some kind of visual indicator (an icon, or a color change) to denote when an item has already been fast-built there that turn, so that the user can tell without having to actually click there to see if the Buy button is enabled.

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40) The "Automate" algorithm for miners seems less than ideal; it seems to prefer starting new mines to improving existing ones...which is fine, except that it doesn't take distance into account properly. It just tried to fly halfway across the galaxy to start a new mine, when there was an existing mine that could have been improved in the same system. Edit: A possible heuristic for picking the next mining destination might be: 1) Disqualify all mines withi

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39) On very large maps, you can't zoom out far enough to actually see the whole map on the screen. The minimap helps, but it's still more awkward than it would be if I could just zoom the main map out a bit more.

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[quote who="qrtxian" reply="21" id="2816810"]what's the big deal with hexagonal grids, anyway?[/quote] Diagonals. Using a square grid, moving along the diagonal is almost 50% faster than it should be. Using a hex grid eliminates that irregularity. Another possibility would be to go to eliminate the grid entirely and go with a continuous (real number) position system.

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I would certainly like to see tactical combat in GC3; it could always be turned off as a game setup option for those who don't like it. Yes, it poses some challenges for the AI designer in terms of ship design and tactics, but it makes combat so much richer. I still miss MOO2, where shields, armor, and point defense were each unique in their own way (shields had facings, and could get knocked down, but regenerated; armor was cheap, but ablative; point defense only worked on missil

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38) If you have no spare agents, it's impossible to go to a planet's espionage screen to move or remove an agent (though you can still remove an agent from the Domestic Stats espionage tab, and then it will let you use the planet screen to place it).

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36) The "Eyes of the Universe" does not seem to show ships on the minimap anymore. I know it used to do this, and the tech description says it does. 37) The tech description for "Slaughtertoriums" implies that it's a 1/planet improvement, but this does not seem to be the case.

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[quote who="MarvinKosh" reply="54" id="2814984"] Quoting Elestan, reply 4930) Stars should be unfogged on the main map from the beginning. Might work better to plot circles on top of the fog to show star locations. The idea is to make it easier to send scouts in to check out the local habitability, right?[/quote] Right. More generally, I think that any information available on the minimap should be displayable on the main map. Otherwise, i

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35) It is possible to load a saved game while the AI is taking its turns. If you do, you will not be able to move your ships until you restart the game, or let the AI take its normal turns.

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34) The Dread Lords do not seem to be capable of counterespionage. Once I put saboteurs on their improvements, they seem to be out of commission for the rest of the game.

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33) Another AI issue (or two): The AI does not seem to understand how to deal with a speed deficit; if I send a small, fast ship into its space, it will happily send its entire fleet after it in an futile tail chase. Any one of those ships could kill mine, if they could catch it. I think it needs two changes: - First, it needs to understand the concept of a ship's threat radius, and how to spread out multiple slower ships in order to corner and kill a fast ship

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31) AI Miners are a bit overzealous. They're mining asteroids near my planets, such that within a few turns of them finishing a mining base, it flips to my ownership. Not that I mind, really, but it's rather poor strategy. 32) Dread lords appear to spot and immediately approach and attack any colonies with ships stationed on them. This is very easy to game; I just park my garrison ships in an adjacent space. Generally, I've found that the key to beating the Dre

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27) (Maybe): I'm playing Dark Avatar Campaign mission #6 (Death of the Korx), and very early on I got several messages about the Dread Lords completing wonders, including the Artificial Slave Center and the Hyperion Logistics System. I'd never seen the DLs build wonders before. Are Dread Lords supposed to be able to build Wonders? Edit: This also happens in TA Campaign #4. Perhaps the Dread Lords are using the wrong AI in these scenarios?

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[quote who="MarvinKosh" reply="43" id="2809820"]There is a problem with implementing 26 in that it is possible for the target ship to not be out of sensor range of another of the AI's ships, but there's no way to know that without iterating through every ship within 15 pc of the target ship.[/quote] It seems like something like this would be necessary to implement a fog-of-war map for the AIs anyway (see bug #2). Such a map isn't all that big; a 512x512pc map (bigger than imme

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26) When a ship is "locked on" and following another ship, it should lose the lock if the target ship goes out of sensor range, or goes through a wormhole.

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24) "Destroy Colony" should not render the planet uninhabitable. I made a "strategic withdrawal" from a planet with a +700% production to prevent it from being taken by the Dread Lords, and was very unpleasantly surprised to discover that the planet was permanently dead. Having read another thread on this topic, I know this is by design, to prevent repeated recolonization event farming, but it really seems like there's a better way: Generate the colonization event

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22) When playing campaign missions, the AI opponents accuse you of "making peace only to attack again", when you did no such thing. I realize that this is an assumption built into the "permanent war" status, but it's inaccurate nonetheless.

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