BlackMerlin

BlackMerlin

Joined Member # 2633181
1 Posts 12 Replies 84 Reputation

Unhealthy reaction to loosing.... interesting. I admit I am not the best player in the world at anything, I do enjoy thinking outside the box. in a game with many players I tend to give a player a boost by giving them resources and so forth from the first turn, giving him a good head start if he wins then I feel like I have too. its nice when they help me out later but its not required ( I do expect them to attack and take the rest, but that's part of the gamble). that way it don't ma

158 Replies 711,592 Views

I suppose if constructors could build pirate bases. under player control then it may be possible only to have one or two planets and play as a pirate lord with bases creeping out all over the map. your resources would come from the "borrowed" resources from other civs.. how you would "win" though is another matter

4 Replies 13,381 Views

People have been talking about A.I i would like to see the A.I do some human like "dirty Tricks" such as building a fleet of small ships paradeing it infront of the player by wandering about scouting etc saying "OOoo look at me i am missiles and chaff build" already having a larger fleet of beams and shields, way at the back out of the players range, so when the player builds beams and chaff to "defeat it" it comes along with its prepared fleet and pounds the players force

4 Replies 13,381 Views

I am sure there is some great feedback here. to answer your questions as briefly as possible 1) Diplomacy, generally hate it. Most games the AI will beg, grovel or threaten you out of what ever it can. long term "friends" you have built up with will stab you in the back the moment it suits them. Its far to easy to fleece the Ai out of nearly everything by trading one against the other, or giving them useless (to them) stuff, etc etc. Ai's are far to predictable, onl

158 Replies 711,592 Views

I can see the appeal of retreat and or hit and run tactics against a more powerful fleet wearing it down slowly etc. surprise attacks of some sort would be cool. hiding your fleet in asteroids and nebula waiting to pounce an unsuspecting enemy as it passes. wonder if you could get a bonus to attack for the first round or so before the enemy has chance to react etc

16 Replies 39,253 Views

In the old computer games, and I am going back here to the spectrum and commodore computers. some of the tactical games when it came to combat had a "choose your attack" and it listed things like cautious attack , frontal assault, blitzkrieg, etc, or when defending a few choices there too. so in galciv3 maybe a choice in how you want your fleet to behave in combat. I have also wondered what would happen to combat if one fleet surprised the other (say by

16 Replies 39,253 Views

May be this could be implemented in some kind of start game setup, like choosing for "Dock repair", with other ideas such as maximum tech level, for players that like a low tech game, or "weapon restrictions apply" where tiny ships are restricted to low tech weapons, and only the largest hulls can equip the heaviest weapons and defences. etc

10 Replies 36,570 Views

I Agree With what People are saying here, I also like the idea of keeping the lesser tech weapons and defences useful in some way later game. for example having lasers a bonus to hit fighters, sort of an AA role. so battleships only armed with BIG guns that is caught by a wing of fighters is in for trouble, as the main big guns wont hit the tiny ships very well. perhaps attack to hit rolls should be based on weapon type/tech so a ship armed with 3 different b

7 Replies 27,929 Views

As an added thought, suppose you created a custom insect race called swarm. the idea of the race is for them to only ever build tiny and small ships but LOTS of them to swarm there enemies. Could it be possible to set the AI to only ever build this instead of going for the usual bigger and bigger as its researched... there priority would be things like logistics and small hulls etc

4 Replies 5,022 Views