Mystikmind

Mystikmind

Joined Member # 1280585
36 Posts 725 Replies 2,239 Reputation

[quote who="eviator" reply="9" id="3608480"] Quoting Mystikmind, reply 8 Never seen anything like it from an AI as yet! is your computer under powered? This is admittedly the worst I've seen, but it was the first planet I conquered post 1.4, not a good first impression. I

18 Replies 35,862 Views

[quote who="eviator" reply="6" id="3608469"] Quoting Mystikmind, reply 5 A farm in the center of five factories?! hahahaha Now go and find a screenshot of an AI planet doing something like that?.... i bet not! Brother (or sister), that was a planet I had just conqu

18 Replies 35,862 Views

Precursor planet defense tech does not defend against missiles,, that's why the Drengin could not attack Earth when the big precursor shield was up! So it all makes perfect sense, yes, perfect sense, really it does, i promise! hehehehe

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Assuming the player govenor uses the same govenor as the AI? I would have guessed that the developers would have rigirously tested how the AI players run their worlds,, and put allot of fine tuning into it. I do not see them having such a high motivation to fine tune player govenors? Be good if you have a setting for governors where you can tell them to focus on money?

18 Replies 35,862 Views

You do need approval buildings in the early stages of the game,but they are easily demolished later on when you get starbases with approval upgrades up and running. You might be right about farms, although i usually have at least 3 farms even on manufacturing and science worlds.... because its all about population storage (for invasions) up to the maximum comfortable levels that approval allows.

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hey, thanks for that :) Something interesting i noticed about the AI.... An enemy declared war on me, but they were a long way off. They seemed to build a bridge of starbases toward me? by the time their fleets arrived, i had assembled some powerful fleets,, which i upgraded after observing the enemy fleet. As soon as i did that, they ran off?? ?

2 Replies 13,328 Views

[quote who="joeball123" reply="2" id="3608069"] The issue with retreating isn't a question of 'realism,' it's a question of whether or not it's actually fun to have to chase down every little force that your battle fleet should wipe the floor with in a single battle but which manages to waste half a dozen of your battle fleet's moves because the computer just won't stand and fight, with further mechanical issues arising over how retreating can be abused and so

30 Replies 124,745 Views

Just a couple of questions from an old time galciv2 player 1) Just wondering how to end turn without attending every single idle ship? 2) how do i work toward a certain technology? I want that technology to extend starbase range? (i randomly researched it or already had it in the campaign). 3) I am playing a very large map, forget exactly what size, but it was about 3rd or 4th largest available. I set habitable planets to ab

2 Replies 13,328 Views

Hehehehe, i suggested the possibility of retreating back in Galciv2. The problem is that retreating is just too unrealistic,, no armed forces ever retreat in real life, so why would they put such an obviously unrealistic thing in this game??? (extreme sarcasm alert by the way)

30 Replies 124,745 Views

Update; joeball123 Hey, your tip on how to use escorts was brilliant. I did not even need experimental weapons or the big flagship to win the campaign..... just a pile of tiny fighters set to 'capital' with low level beams,,, one heavily armored battleship set on escort, and one support ship with all the sup

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In games like Civilization, when you explore a 'goody' on the map, enemy units will sometimes spawn nearby, but not on the same square. That would solve the Auto explore problem in this game. Then the pirates can run around looking for the softest target which will make things interesting :)

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[quote who="tid242" reply="12" id="3605564"] Yea, i dunno, I've never come across proposals that seem like they would legitimately work as a kinetic kill vehicle against an actual kinetic weapon. I'd be interested to see actual proposals where this would work. Even with, say, a phalanx system, I don't think I've ever seen the suggestion that it could shoot down a slug. Disabling a missile is fairly different, fundamentally from disabling a

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Interesting points everyone! What i do know, is that shields/deflectors in Starwars are very vague and inconsistent in their application throughout the series. Shields in Starwars (movies/tv) are much much more detailed in how they function, and they definitely offer full or partial protection against all attacks with a few very rare exceptions. As far as missiles are concerned <a id="ctl00_ctl00__Content__Content__RepeaterR

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Last night i tried out that fleet formula in the second campaign mission. It worked very well! In this mission, the Thalan have powerful fleets everywhere and i have no idea where they could possibly be getting all the resources and or technology for it? I have traded techs with them all along so we are pretty much equal,, i definitely have allot more starbases than them, i have not traded any strategic resources too them,,, so, its bizarre?

8 Replies 105,823 Views

This gives me a brilliant idea! Upgrade costs much cheaper docked at a shipyard is a much better idea! You can have an option to put the ship back into production basically, and then rush buy the upgrade or let it upgrade via production over a number of turns. Obviously it only works when there is no ship already under construction, and you can only upgrade one ship cheaply per turn! Thus you will limit the ability to exploit this, but also make shipyard

8 Replies 27,222 Views

Now that i think about it.... Kinetic defense should not even exist,,, it should just be hitpoints - you have stronger amor = more hitpoints. Shields should defend against everything, but you can have different shield specialty to defend more effectively against a specific type of attack. Basically, Galciv2 had it totally right! Except that the defenses were 'labeled' things other than shield specialty.

15 Replies 27,911 Views

[quote who="Publius of NV" reply="6" id="3605312"] Quoting Mystikmind, reply 5 Obviously missile defense has no logical reason to provide any defense to beams or kinetic weapons. One could argue that a point defense that can intercept a missile might also be able to intercept a slug, but I agr

15 Replies 27,911 Views

I do have one very favorite tip from Galciv2 which still works in this game that i can contribute.... Build large combat ships with no equipment except 1 of the cheapest weapons, that's it, no engine, nothing. Send them off to protect strategically significant locations. In an emergency, you can upgrade them! But meanwhile, if no enemy comes, and they may not come at all, why waste resources on unnecessary production and

8 Replies 105,823 Views

Fantastic! thanks joeball123 ! First paragraph - that's interesting? It was always pretty hard to get the AI to target a well defended ship in Galciv2,,, it always forces you to limit the weapons of offensive ships, but looks like no such limits anymore?? The rest is golden, i may have more comments as i read it.

8 Replies 105,823 Views

[quote who="Publius of NV" reply="1" id="3605316"] Aside from production, research, and manufacturing boosts from economic starbases, you can also get some pretty nice boosts to your planetary income and trade if you research the right techs and build the starbase modules. Since I don't tend to go to war very early, I try to build several economic starbases around each of my planets. Also, don't neglect the government techs in the cultural tree. They give g

8 Replies 105,823 Views

I find it strange that anyone who has played Galciv2 would be caught out by money? When i was first playing Galciv2 it was a real baptism of fire!! hehehe, it is a financial basket case that game, seriously! But good practice for playing Civ4.... because there seems to be a general movement in gaming towards tormenting players financially?? funny.

49 Replies 60,052 Views

Hi New to galciv3 but played the older games extensively. Reading random threads in this forum is very useful, i pick up some handy tips here and there. The best one so far that i saw was using starbases for morale rather than wasting planet tiles on morale buildings... brilliant tip! What other handy tips like this can people give to a new player?

8 Replies 105,823 Views