dlapine1

dlapine1

Joined Last seen Member # 2526623
6 Posts 176 Replies 10,970 Reputation

The state of art AI learning is impressive, and having some ML routines built in to GC4 would make a lot of sense for some gaming conditions. Stardock could do training runs on uploaded games and send up updated AI intelligence's. Possible do that for some custom civs as DLC. I've got a couple of spare cores to do inference look ups during my games...

25 Replies 230,861 Views

[quote who="nichog" reply="2" id="3763161"] Game has not been installed on this build before, so yes it is a fresh installation. No, purchased the game originally via stardock, have CD's for collector's edition. Yes the preloader appears, after some digging found out game is NOT creating the saved game directory. there is a exe, Stardock CrashLog64(32bit). Stops all processes. Again, the game is not creating a folder under my documents\my games\. I will try manual

20 Replies 155,745 Views

[quote who="PitttBull" reply="8" id="3760449"] Thank you for clearing this up for me. Just d/l the Mercs. [/quote] Sorry, I didn't consider that you might not have it. :) Enjoy! Finding the Bazaar and buying the ships with large sensor radii early can be a game changer.

9 Replies 24,342 Views

In the game have you "found" the bazaar? It doesn't show up until you find it one in space. There's one near every civ capital. Sometimes my explorers find the bazaar station first, and then I know that a civ capital is nearby.

9 Replies 24,342 Views

[quote who="kenbredding" reply="90" id="3759339"] Quoting dlapine1, reply 86 Please correct me if I'm wrong, but can't you just disable surrenders in the options to avoid the wholesale planet destruction? Takes a little longer to finish conquering them, but not much, especially with influence stacking as planets fall. This

108 Replies 602,418 Views

Please correct me if I'm wrong, but can't you just disable surrenders in the options to avoid the wholesale planet destruction? Takes a little longer to finish conquering them, but not much, especially with influence stacking as planets fall. This is only an issue if you have surrenders enabled, no?

108 Replies 602,418 Views

Ah, look at the upper right corner of the civilization screen and watch the overall happiness indicator to see the immediate effects of the taxation slider.

7 Replies 56,035 Views

The wheel is gone, but you certainly can micromanage the building of items on each colony. There's no longer control of the per planet economy/production rates (science vs economy vs production). At this point, the main slider under "Civilization" basically controls income vs unhappiness for all planets. The new concept is that you pick a point of taxation that produces an empire wide level of happiness (or unhappiness) and a resulting net income that is useful to your strategy.

7 Replies 56,035 Views

[quote who="Ultrabomb" reply="3" id="3755100"] How do I finish my turn? [/quote] Do the items listed in the button one by one. If you have "idle ship" when you click the button, it will take you there and you can move the ship or hit "spacebar" to do nothing. If you have "idle shipyard or planet" click on the button and it will take you there to select something to do. In general, you'll get more options for the shipyards/planets as you research more

8 Replies 26,505 Views

war- Basic ideas build radar ships to keep track of your space- as you expand and build more move those out to see what the bad guys are doing as well build at least 1 small warship per planet and station them on each of your planets- If you have no ships stationed at a planet, the enemy can send a single troop ship to your planet and conquer it with ease. Such defensive ships need have only a point of attack to stop unarmed transports. You'll want to research techs fo

36 Replies 82,194 Views

One basic tip- learn to use the starship editor early. Many default designs can be easily optimized by simply removing unnecessary parts- thus making them easier to build. For any combat, even 1 defensive device of the matching type (i.e shields for beam attacks) on a ship cam make a big difference in survival rates. When building improvements, use special tiles and adjacency bonuses- those can stack and make a huge difference in the overall planetary output Lastly, us

36 Replies 82,194 Views

I'm seeing that same behavior in a saved game using the hotfix, where that behavior wasn't in place prior to the hot fix. Updating the .xml config may not be sufficient. I am happy though to see that it wants to use the hyperlanes; just need to curb the enthusiasm a bit. [e digicons]B)[/e]

26 Replies 245,592 Views

I think they are trying to balance out to the detection range vs the combat effectiveness. Knowing where the enemy is is half the battle

2 Replies 14,930 Views

short summary: left click and drag = move the ship Middle click and drag = rotate the ship left click on a part and drag to attachment = add a part (subject to mass limits) lick click on an attached part = open the scale, rotate, translate menu for specific adjustments

6 Replies 24,261 Views

If the mining base includes a precursor item (the diamonds), you can add a module to "harvest" that as well as any special resources. If you have the correct government types, the market tab becomes available and you can purchase the special resources for a fee. Of course, if you are mining them, you can also sell them there. The AI's are much better now in building bases to obtain these, so building advanced scout is more critical if you want these. The production is much low

6 Replies 28,194 Views

Yep. Did that last night with a scout that re-routed to use someone's else lanes Reminder that the pathing algorithm is not always accurate in connecting to the hyperlane- Your sometimes better off in finding a direct path to the lane and letting it then follow it

32 Replies 164,673 Views