naselus

naselus

Joined Member # 2608034
28 Posts 1,372 Replies 26,244 Reputation

[quote who="frankjordan" reply="28" id="3560752"] Everybody beats the AI. Mostly from having larger fleets. But OK, let's have a fight. You spend your 10 points on 3 defense on all and 1 attack. Take any amount of hitpoints. I get 10 attack and no defense, with the same hitpoints. Maybe a bit less attack, but not much in the current state of the game. Early in the game we do not have those kind of hitpoints, but also not attack so see it as percentages. First ro

57 Replies 249,193 Views

[quote who="Maiden666" reply="43" id="3560747"] Let's assume a smaller mapsize with abundant everything and at least enough players to meet them early on. Now if one that uses the above strategy to maximally colonize - and colonize only! - meets another player that uses a strategy to rushstorm adjacent neigbours via early military, then the all-colonizer will be easily defeated in this game. Because most of is colonies will simply be taken away from him and he won't ever reach th

112 Replies 512,097 Views

[quote who="lolpurplecow" reply="20" id="3560726"] That's not how it works. I don't have an "effective HP per enemy weapon type". I have an effective HP given the totality of enemy weapons. [/quote] Actually, you DO have an effective hp against each specific weapon type. That's exactly how defenses work in practice. They are bonus hp that only comes into play against a specific weapon type. [quote who="lolpurplecow" reply="20" id="3560726"

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[quote who="lolpurplecow" reply="16" id="3560703"] You're not granting the assumption. Of course, on the premise of randomly assigned defenses and your opponents only focusing on one weapon type, defenses will be worth 1.3 hp/point. But neither of those premises are going to be true for a human player and an AI opponent. Human players should not randomly assign defenses, but even if they did, AI opponents tend to have at least two of three weapon types in their fleets. [/quote]<

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[quote who="frankjordan" reply="39" id="3560700"] I understand that, but I do not see it as a problem. If it takes a sharp focus on expanding as quickly as possible to beat the higher levels, that's ok for me. I just think that a 50+ planet AI will never beat a good 50+ planet human player, so I am saying don't play that setting if a challenge is your intention. I wouldn't mind cost of colony ships go up (like settlers in Endless Legend) though.[/quote] <p

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[quote who="lolpurplecow" reply="14" id="3560692"] No, you're still overthinking this. If you want to think about it your way, then you'd have to also take into account that defenses aren't depleted at all by 2/3s of weapon fire, so they're worth 3x as much. 4 * 1/3 * 3 = 4.[/quote] ... That's completely absurd logic. The defenses don't come into play AT ALL against the 2/3rds of weapons fire that don't deplete the

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[quote who="lolpurplecow" reply="11" id="3560679"] You're overthinking this. You'd be correct if the defenses blocked 4 HP/shot, but they don't block per shot, they block per point of defense. Even though defenses only block 1/3 of the shots, they still block a total of 4 HP per point of defense. [/quote] No, I'm not. It still stands, as I was referring to a single point of defense in the previous post. The number of points of defense on the

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[quote who="joeball123" reply="31" id="3560637"] Additionally, in the GCIII battle viewer, it appears as though Huge ships are of roughly the same size as space stations. Granted, the battle viewer is not an ideal tool for size comparisons due to issues with perspective. [/quote] I'm inclined to go with the viewer on this tbh, and take SBs to be huge hulls floating about in space, minus the engines and other mobile offensive unit components. Besides, a

36 Replies 48,346 Views

[quote who="lolpurplecow" reply="6" id="3560628"]This is simply not true. As long as your opponent has enough of the defended weapon type that your defenses are depleted before the ship is destroyed, they provide full value. [/quote] It is true, though I perhaps may have stated it rather less clearly than I'd hoped - by '1/3rd of all weapon fire' I'm referring to only 1/3rd of the weapons in the game being effected by the defense, so for example

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[quote who="MottiKhan" reply="4" id="3560597"] #2 isn't an exploit as Brad has said he uses it. #1, however, is pretty cool. You can bet I'll be doing that until the cost gets situated. [/quote] I think Brad's OK with converting constructors to colonizers; I don't think he'll be OK with getting big chunks of free population from doing so though.

6 Replies 5,016 Views

[quote who="frankjordan" reply="36" id="3560651"] I always liked it GalCiv prevented the early rushes by making planetary invasions an expensive tech. It seems it is a lot earlier available now. That and getting a reasonable amount of planets / per player should make a challenging game. But I would hate it if people can longer choose to build huge empires just because some player is abusing the setting to show himself off.[/quote] Again, the thing he's illustra

112 Replies 512,097 Views

[quote who="Medu_Salem" reply="154" id="3560554"] As I wrote above this is only partly true. I had 8 GB up until a week ago. This becomes a huge problem already on Gigantic maps with only the default factions being active. There seems to be something like a creepy-crawly memory leak because the game starts thrashing RAM after about 2-3 hours like crazy, using typically 3-4 GB (and more) more than it actually needs. I figured that out after I put an additional 4 GB into my m

179 Replies 694,154 Views

Dear God, could you not have waited til Marigoldran hit turn 40 before posting this? Now he's gonna have 200 planets by then >

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[quote who="Seilore" reply="27" id="3560543"] What I'm seeing here he may get 30-40 colonies by turn 40, even in patch 1.01 I still have a hard time believing he would have had 100 colonies by turn 40. Yes they were closer together and less of a chance of another race getting them before you but, I don't see it. In which even using the base colony ships on a map similar to that set-up I can get 12-18 colonies by turn 20. A lot of the game is luck as the OP used as an

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[quote who="EleventhStar" reply="25" id="3560531"] 1) its not possible to expand to fast if all the worlds are colonized before you get to 20 colonies, therefore it solves the problem of expanding to fast. [/quote] You want the whole galaxy to be colonized by turn 18. Riiiiiiiight. I think you're advocating removing at least 2 of the 4 X's with that. Also, this borders on the 'settings other than my preferred ones don't need to be balanced properly&

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[quote who="wpkelley41" reply="152" id="3560514"] I have a pretty nice Dell with 8 gig of RAM. I bought it in February for this game in particular, lmao. The wife actually understood. Anyway, I've had no issues, but I haven't cleared 160 turns on any Insane map yet. No issues, just wanted a different game. Question: Should I expect problems with an Insane map down the road? I play 25-41 factions, max planets at 300 with different combinations. Any ideas? [/q

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[quote who="EleventhStar" reply="22" id="3560516"] The most obvious fixes are: -play a game where you meet another civ before you have 20 colonies -make the large empire penalty scale better + nerf patriotic (which i think is on the list along with making research cost scale with mapsize) [/quote] 1. He's on course to hit 20 colonies by around turn 18. No AI is in any state to do anyting about it at that point, and as noted elsewhere,

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What gets me about it is... the game already locks out certain map sizes based on your system. If you have under 6 gig of RAM, it won't let you start anything bigger than gigantic. Why not just let it lock out Insane for anything less than 16 gig?

179 Replies 694,154 Views

I agree. While I've not gone to the same ludicrous extremes that marigoldran has (I don't fanny about min/maxing my ideology points, don't spam shipyards and I do produce some social production etc), I largely produce nothing by colony ships right up until First Contact with another race too. By the time I meet them, I've got comfortably double the next-highest race's worlds and population; rapidly producing a military large enough to defeat them is pretty easy by that poi

12 Replies 60,023 Views

[quote who="marigoldran" reply="14" id="3560447"] Also, in the game where I did get 100 colonies by turn 40 I got lucky with the survey ship and got TWO techs (both engine techs) in the early game. [/quote] But but but! You're a Grand Master chess player and you day-trade for a hobby! Luck surely has nothing to do with it when min-maxing is part of your personal code of ethics! :P Seriously, though, this is a good way to

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[quote who="Stalker0" reply="3" id="3560386"] Quoting trims2u, reply 2 The problem is that defenses degrade during the engagement, while weapons fire DOESN'T. So, the value of 1 point of defense degrades over time, while 1 Hull Point will always stop 1 point of weapons fire.

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I think we may be getting a little bogged down here with needless comparisons between sensors on SBs and sensors on ships - the two are not strictly comparable. There's an opportunity cost when adding sensors to a ship, in that a fully-sensored ship cannot carry weapons. A star base with full sensors can. Likewise, a sensor ship can move, while a starbase cannot. These two facts mean that comparisons between the two are wildly disingenuous. Moreover, it's fairly obvious t

36 Replies 48,346 Views