Well, let's see.... Traditional: Somewhat. If I know I will win a battle and take the planet, I will use traditional. If I am broke I will use traditional. And lastly, if I don't have mini-soldiers, but don't want tidal disrupters to destroy improvements I want, I will use traditional. Mass Drivers: Often If: my soldiering is low and enemies is high, I will use this often on high populations, but only if I am sure I cannot win (usually I will test initially a couple times to f
galacticdoom
[quote who="Sole Soul" reply="3" id="2037749"] What I want to see in GC3: AI editing. GOD YES. [/quote] Oh man, would not that be the utter bomb. The Bomb of bombs. Even if they just included a text file that included hundreds of changable variables that the AI uses to make its decisions would be great. I'm assuming it would have to be something of that sort anyway, since the AI is usually integrated into the game, but for the new game Stardock is makin
[quote]Agreed! Maybe he's posting somewhere else with a white background, but in the GalCiv 2 forums in a browser, the background is black, so I thought his post was empty.[/quote] He just got unlucky and landed on the 'black background post' instead of the dark grey one. [e digicons]
No, im not an updater, no mods... so you're saying that the robot changes during the game if you, say, become evil (terrans go from neutral robot to evil robot)? It's most likely an install error of some sort.. everything else seems to work fine, but with my campaign missions, it literally skips half of them.. e.g. skipped missions 4,5, and then several others up until the last mission. Although I did uninstall all versions and reinstall everything when I got ToA... maybe I'll
Of course to make sure a player does not go crazy with minefields, filling sector upon sector of space with trillions of them, a Minelayer would need to take, say 5-10 turns to lay a basic minefield in it's given location. This would allow players to protect certain areas such as highly important planetary systems, or to help defend mining resources. More advanced techs such as Enhanced Minelaying XI, would allow to minelayer to add more mines to a given area, which would make it more difficu
[quote who="Scoutdog" reply="19" id="2037372"]MINES: Have a "mine module" that allows ships to lay a minefield in a given square (possibly have the module be able to do this only a limited amount of times before having to return to a friendly planet to resupply). That square would then have a high chance of damaging any ship that entered it (although some ships could slip through). Ships with weapons could also take a few turns to clear the field. [/quote] And no ships could warp
Well, how does the game know that I am going to become evil when it first begins? Unless the programmers implemented a psychic subroutine in there somewhere. That is, before I ever make any moral choices influencing my good/neutral/evil choices. The robots do not change during the game, the robot you have initially is the same one I always have for the rest of the game. It only takes a few turns to research the first tech anyways from the start of a game. Terrans are neutral
--wrong post--
And the final ship of the Terran Alliance. Gemini Class 'Wedge' Battleship <img src="http://www.download9k.com/All/Gemini2.jpg" alt="Gemini Class Battleship Additional Pictures" height="
So what do we know of GC3 so far.. this is pretty much all I could find... THAT engine will be what serves as the basis of a future Galactic Civilizations III. That means GalCiv III will have features like tactical battles (as an option), multiplayer, more sophisticated planetary development, and much more.
Perhaps mid-game, there would be an automatic UP rule that applies for all civ's... saying that a civ's influence borders are considered their space, and certain rules would apply. Rules could be as such... 1. You can cross other civ's influence areas as long as you do not come within a certain distance to planetary systems. If you own a system inside another civ's influence area, you are allowed to enter your own system as you please (this would of course cause increased tens
[quote]If it refuses, I should be allowed to mail it back home in installments. [/quote] Hahaha, your post had me cracking up laughing, especially that comment. Diplomacy is probably one of the toughest things for programmers to do, since it's hard to make the AI do things that people would consider 'normal' negotiations. But I agree, even some small improvements could go a long way. Your influence boundaries should be considered your 'Space', although these boundaries aren't
Question to ALL: Do you not redesign your warship model after every new military tech you research? To keep your warships up to date, so your planets don't make old designs? When I get a new weapon, I go to through my ships, upgrade the current design ("defender M1" e.g.), and add the new weapons and save ("defender M2"). Then I delete, or obsolete the old defender M1, this auto switches all planets building the M1 to the M2. This way just keep building warships, and you
In my current Suicidal game, I thought it was going to be an easy joy ride halfway through as the Terrans... but the Korath became insanely tough after they declared war on me... their research is incredibly high, and they researched the Doom Beam (or w/e the highest beam weapon is) in 2 turns. Even though I had 5 other civ's declare war on them with me, none of them were powerful enough to do anything at all. I have lost a very high number of ships, even huge hulls, since every singl
No, I'm talking about the robot. I know the Terran robot does not have red eyes and is not a dark gold color. I have seen the correct Terran robot once before, but it is different from the Alterian robot. I'm not sure if they are all different robots or not, but I know for some reason, the game still throws me a random robot every game.
[quote]From what I've seen, the numbers are a direct indication of relative casualties. That is, if I get 24 and he gets 6, he will lose 4 soldiers for every 1 of mine.[/quote] I'm not sure the exact algorithm that's used, but also the 'soldiering advantage' comes into play. So if you have 10 solidering and the enemy has 90, and you roll a 24 and he gets 6, you will lose quite a few more than soldiers than if the odds were even.
This is the reason why they need to change the diplomatic victory condition in GC3. Because no one is going to let the AI win by joining in on their alliance. Granted, I have seen the AI ally with a couple other AI's but never to this extent.
I never get the 'correct robot' anymore... Playing with 'Not Custom' races, still brings up some random robot everytime. As the terrans in my current game, I think I have the Drath robot... playing as the Alterians last game, I got the Yor robot.. strange, almost funny though.
Just to ask this: for all your sliders, is the overall production slider set to 100%? Not the military/social/research sliders, but the slider above those. I always set it to 100% in the very beginning of the game, and never bring it down, even if I am losing money, I just find ways throughout the game to compensate for the loss of money until my economy picks up. If the slider is not set to 100% production, research times will be much longer. Usually in the beginning of the game, whe
The problem with letting the space miners be automated, is that it seems they often will not keep improving the same asteroid field until it is fully built up... instead they often leave them at the basic level and will fly halfway across the galaxy to some remote asteroid in the very corner of an immense map. I tend to keep a close eye on my space miners to make sure they don't do dumb things like this. Since the AI probably uses this same method as the human 'automate' option, that
Here's usually the strategy I follow, of course I often tweak the sliders every turn. 1. I usually play Terrans or Alterians. And like above, federalists or technologists. I tend to always choose creativity, and extra population growth (this helps to bring in cash faster), then choose either economics or more research. I prefer technologists because you also get +1 to sensors which is helpful early on spotting planets to settle. In beginning of game, always set your total production s
[quote]Four asteroids going to one planet can usually get 100+ MP with no mainenance and almost no build cost.[/quote] Thats 9 Industrial Sectors worth, and that's just the base MP. Now granted, asteroid mines are way too easy to destroy, but I have yet to ever see an enemy destroy one. They usually fly right past towards a planet or starbase. Usually you don't even need to protect them. Because the last thing I would want to do is rebuild a mining asteroid for the next 75 tur
[quote]They can build up a huge treasury/economy from War Profiteering[/quote] I haven't played as the Drath yet, but that answers my question. In my current Suicidal game as Terrans, the Korath (whom I set personality to Generic so they would expand, and was forced to war with from killing their leader incident) went from flying around measily 30 Attack 30 Defense fleets, to having 900+ Attack 100 Defense fleets in about a year and a half. In the beginning I got 5 other&
I love asteroids, so I play with the 'dense asteroid' settings on. Asteroids everywhere. The difference in productivity is so huge that I get used to planets having the extra production boost. Planets that receive no asteroid mining bonus, even though they have 4 Industrial Sectors and a Quantum Power Planet, seem to be absolutely lame in production. In fact if you have a Galactic Project to complete, by running all asteroid mines production to that 1 planet, you can usually cut the social pr
[quote]Besides, his point is that you should be able to make the base part of a fleet, adding its firepower to the fleet defending it.[/quote] In ToA, the very last tech (for terrans and alterians at least) for the Starbase defenses tree (that adds all the offensives and defensive modules), sounds like it does just that, I think it was called Starbase Conquest Strategy, the description in the game says you can make Starbases parts of your fleets if I recall correctly... yet you cannot