Blaze of Glory

Blaze of Glory

Joined Member # 2454968
31 Posts 313 Replies 15,807 Reputation

I think an estimated X of habitable X number of extreme x number of minors and average # per civ would be a nice start. When you change a variable like common to abundant habitable planets, it would update the numbers. That would make it much easier to get the "right size". You can calculate it from the values in the xml, but that is a PIA.

4 Replies 13,852 Views

[quote who="DrJBHL" reply="26" id="3567999"] Quoting Blaze of Glory, reply 23 I say we have live tracking of our politicians and bureaucrats first. You know, proof of concept. Bet that will stop this in its awful track! Just like they're the first to have to get Obamacare, right

44 Replies 141,427 Views

Costa Rica is looking better every day. That is all I need. Some crap like Minority Report bombing me with ads everywhere I go. I say we have live tracking of our politicians and bureaucrats first. You know, proof of concept. Bet that will stop this in its awful track! [e digicons]}:)[/e]

44 Replies 141,427 Views

Hey, I would be happy if planets didn't put the original colony capital on an island [e digicons]:annoyed:[/e] It really should be in an area where I can take advantage of adjacency or let me choose!

2 Replies 4,796 Views

I would like to see the number of players per difficulty and how much TIME they play. I would guess a large portion of players who play at normal or below also play less overall time than those at higher levels. The higher level players are also probably veterans, play larger maps and play longer. It would be a good stat(s) to know.

150 Replies 729,490 Views

[quote who="TurielD" reply="134" id="3564340"] Quoting Tolmekian, reply 132 some good info I've seen the same thing when testing in soaks, there is invariably a strong AI who simply gets ignored, while mid-level ones pick off the even weaker members. <br

150 Replies 729,490 Views

[quote who="Nastytang" reply="2" id="3564319"] Quoting , quoting post I have been playing arround with map settings a lot lately. I'd like to know if there is a cheat/command that allows me to reveal the whole map when I start a game. I wanna see how consistent things like placement of homeworlds, planet class dist

7 Replies 89,834 Views

There is a game called Order of Battle: Pacific. It is in the same vein as Panzer General/Panzer Corp. However, as the title says, it is in the Pacific. It also changes many of the rules. Supply is a major one Artillery is another as well as support from anti-tank. It has a mix of land/sea/air. So you have to balance what you buy for your corp units. Some scenarios won't allow army/naval units. That will limit which air units you have as well. The scenarios are long. Just finished Leyte G

3 Replies 37,074 Views

[quote who="TurielD" reply="110" id="3562391"] Unfortunate AI behaviour: picking rally points in enemy territory, rather than gathering ships and attacking together. An example from a soak: Reduced 29% Original 1920

150 Replies 729,490 Views

[quote who="L4nt4r" reply="101" id="3562256"] I looked at an AI in game, I read what you guys wrote here and I see that AI is mainly focused on setting correct hendicap. This is wrong direction. I see following main issue with the AI: 1. Bad planet management focused mainly on population growth (believe that program is calculating efficient production, research and weath and with current bonus from hendicap it gives him best results), AI is not focusing planets, in

150 Replies 729,490 Views

[quote who="Blaze of Glory" reply="3" id="3562257"] I asked for this as well. I don't think it should be in game as that makes it too easy for you to min/max optimal ships/fleets. Rather, something from the main menu where you can do this to get a feel for how roles and weapons/defenses/targeting/tactical speed works. Of course, you CAN do this in the debug console. At least I think so. On the streams Paul creates fleets and has them battle. I think you can build specific

4 Replies 8,467 Views

I asked for this as well. I don't think it should be in game as that makes it too easy for you to min/max optimal ships/fleets. Rather, something from the main menu where you can do this to get a feel for how roles and weapons/defenses/targeting/tactical speed works. Of course, you CAN do this in a soak. At least I think so. On the streams Paul creates fleets and has them battle. I think you can build specific ships too. Then have them battle.

4 Replies 8,467 Views

I don't know why they got rid of the tree list on the left side that was in FELH. Also, we really need sectors. Having planets sport by newest first to oldest doesn't help much. The reason being I colonize by best planets first and farthest. Then I back fill the planets. So I can have a couple of planets in one solar system, but colonized them at different times. So they aren't next to each other on the list. At least let us sort alphabetical on

10 Replies 88,297 Views

[quote who="RavenX" reply="5" id="3562160"] Quoting Blaze of Glory, reply 4 Then where is my +1 you bastard! [e digicons]:rofl:[/e] All in good fun. Actually Ambermonk had the idea. I don't know? I see a +1, don't you? I think your eyes are going bad there my friend [e dig

8 Replies 74,481 Views

[quote who="RavenX" reply="3" id="3562129"] Attack a starbase with a fleet and a troop transport or two. Once it's HP is down to a certain level if your transport hasn't been blown up have it work like a land invasion mechanic. I like that. Capturing starbases is a good idea. [/quote] Then where is my +1 you bastard! [e digicons]:rofl:[/e] All in good fun. Actually Ambermonk had the idea.

8 Replies 74,481 Views

Yes, sadly, it seems that whatever calculation is used, it looks like a poor one. Sort of like "We have 100,000 guys with spears, all they have is a couple of thousand." Never mind those few have machine guns, cannons and horses. I would like to hope I am wrong, but so far quantity seem to count more than quality. I need to do more research/testing. I would love to see the equation(s) and see what I can offer.

16 Replies 39,699 Views

I think part of the problem is the vagueness of the surrender mechanic. This is the only can I can recall that has this mechanic. The idea isn't bad, the implementation seems to be the issue. When I say it isn't bad. Let's assume the UK surrendered to Germany in the Battle of Britain. Wouldn't the UK "gift" Canada, Australia and India some of their assets, colonies and outposts? However, the current mechanic seems too random.

9 Replies 11,079 Views