I think that the number of turns are integrated into the scoring formulae as a divisor of the accumulated score, and functions as an increasingly depreciation of every turns score as long as additional turns are added. Perhaps in a way like (SumOfScoreTurn1/Nt) + (SumOfScoreTurn2/Nt) etc = TotalScore Nt being the number of turns that have been played. A Turn1Score of 100 would deliver 100 points to the TotalScore if the game is ended on Turn1. If ended on
Maiden666
[quote who="kestlstw" reply="165" id="3548974"] I still don't see why you see this as so overpowered and game breaking, its just view distance. Of the victory conditions for the game none require greater view range and military is the only one to really improve with extended constant view range. For influence, alliance and tech victories knowing where things are isn't really important other than protecting your assets and if you keep a decent defensive military on you
[quote who="MrStarTrek" reply="144" id="3548782"] Nothing is mandatory in this game, you get to choose the how you want to play without any limit to the way you play expect in MP where you have to follow the rules everyone agrees on before you start. Those of us who do not want limits have said this all along. This has no impact on a single player game unless you chose to limit yourself. Furthermore you can Mod in what you want in your game and Mod out what your don't like. There is
[quote who="MrStarTrek" reply="141" id="3548687"] Strike up one for freedom to have choice in the game!!!! WOOT! [/quote] The current situation makes sensormodules on spacestations a NOCHOICE and cargosensorships MANDATORY in competetive play. I see absolutely no meaningful alternatives here at all...
[quote who="Bamdorf" reply="138" id="3548657"] 8. Perhaps the most important issue. In strategy games I always tend to favor conditions set by the game which provide the player with additional problems, especially in precise circumstances that may never appear again, which are generally trade-offs, and which confront the player with meaningful choices with no automatic canned response available. One last example to illustrate this. While I was playing Civ4 BTS extens
[quote who="joeball123" reply="123" id="3548419"] Also, if you park a dedicated sensor vessel on a space station, you're reducing the size of the fleet you can park there by the logistical cost of that sensor ship. It's not much of a trade off against building constructors to upgrade the station's scanners, but it's there. [/quote] One of the reasons to increase a space station's sensory range is to get alerted more sooner in the case of hostiles coming c
[quote who="kestlstw" reply="73" id="3547939"] Now, stop trying to ruin my fun and play the way you like or mod the game to play the way you want. [/quote] You are taking this way too personal. People are taking a specific standpoint because their intention is make the game better, more balanced. You might agree or disagree on the proposals, but to assume it is being done "to ruin your fun" or "hamstring you" is ridic/paranoid. [quote who="Kordanor" reply="74" id="35
It's unsatisfactory if I have to dumb myself down in order to have a good challenge. It is most satisfactory if I struggle to survive even if I use all available or known option to promote my game. It makes me think harder. And if I loose, then I will have to reconsider my gameplay, knowledge of game mechanics etc pp or hope for a better map. Then, dumbing oneselfs down in MP or MV competetive play doesn't work, here specific things simply become mandatory. In DarkAvat
[quote who="kestlstw" reply="62" id="3547726"]As you talked about in the quoted post, this game goes from very small to very large and most balance issues need to be tied to those map sizes because what I consider as barely acceptable scouts in an insane map covers a 30 tile radius while that covers most of a small map on by itself. That is a bit much for a small map [/quote] it's not "a bit much" - but totally out of line, and that, right on from turn2 onwards, and def
[quote who="ManiiNames" reply="14" id="3547240"] You can just upgrade the sh to itself. Is cheap, takes a few turns and fully healed. [/quote] Unless the AI is coded to use this as well I actually don't like this [quote who="androshalforc" reply="15" id="3547253"] i think the base should be at somewhere in the range of 5-10% have a race trait that adds 5,10% a module that adds 10% fleet (does not stack) and another 10% from being near a
[quote who="AlLanMandragoran" reply="58" id="3547696"] In short, adding sensors to increase resolution (the picture or information gleaned) within a scannable range makes sense; adding sensors to solely increase the scannable range makes no sense. Am I missing something? [/quote] Well objects that are more far away tend to become smaller in sight [e digicons]:grin:[/e] This is why an increased resolution will help you in detecting these far away objects^^</p
[quote who="Surge72" reply="54" id="3547644"] The AI have to scout out habitable planets, etc. [/quote] Yep, and I've already written that the AI needs to scout out habitable planets; see here: [quote who="Maiden666" reply="53" id="3547623"] The AI needs to scout out planets before he can send colony ships to these. [/quote] but I'm pretty sure he can, for exampe, send constructors right to resources without making them
[quote who="peregrine23" reply="8" id="3547329"] 4) Oppertunity cost of military force: that production could have been used to get more research, money, or to improve your planets. [/quote] [quote who="tesb" reply="9" id="3547336"] 4) imho that is very minor because i always set up manufacturing worlds, the few turns spend to crank out invasion ships instead of combat ships are negligible. [/quote] I think "military force" included "combat ships" as well.
[quote who="Kordanor" reply="52" id="3547559"] Regarding the AI using sensor ships: It would be very interesting what makes the AI using these ships. Does it just randomly build ships in the list from time to time? Or does it have goals like "I need a scout, which is the ship with most sensor range" and then tries to accomplish these goals? [/quote] This is indeed an interesting question. The first thing to keep in mind is that actually, the AI knows the whole map ri
[quote who="ArakisKhan" reply="35" id="3546423"] When the AI just cheats I do not even want to play. I almost never felt the AI cheated in GalCiv2 and I played a ton trying to be better than the AI on the hardest settings. [/quote] I can assure you that on, at least, masochistic, obscene and suicidal the AI in GC2 get bonuses to sensors, range, military production, social production, economy, miniaturization
[quote who="Frogboy" reply="25" id="3546296"] Ok, I figured it out. The good news is that the AI doesn't know about the planets. The bad news is that the STARTING colony ship does know about the planets (first turn, it hasn't been set yet). Fixing now. Thanks! [/quote] The funny thing is that the same bug happened in GC2 as well. In the Community Update I also doubted that the AI needs to scout planets before sending colony ships in, but Gaunat
[quote who="LordVirtuvian" reply="21" id="3546128"] Seriously, you don't think you should be able to tell the ai that you are considering an attack. Surely this type of option would enhance immersion. [/quote] it would, but it would also weakening the position of the player. someone that likes to have a challenge would always try to hide his intentions, and because GalCiv is a TBS game and NOT a RPG I say to hell with immersion if it leads to cheesy gameplay.
[quote who="charon2112" reply="59" id="3545883"] Long time fans of the series should know that GalCiv isn't really a multi-player game. SD is adding it to shut people up, but I hope they don't spend that much time on it. [/quote] pffff a successful company such as SD will never be as ignorant as to "shut people up" but instead try to satisfy customer needs. in reality it's a simple equation of being able to make profit from additional customers by adding ad
[quote who="Frogboy" reply="46" id="3545753"] MP won't be stable until we finailize the data structures. It's annoying And we apologize for the inconvenience. It's the trade off of having so many updates in a short time. [/quote] I hope that once MP is succesfully installed that the game will see further improvements through future upgrades, and I further hope that these won't break MP. There must be a way to integrate upgrades without imposing fur
[quote]In the tech tree, percentage bonuses are used for Ship Move, Ship Range and Sensor Range systems.However, these systems are all based on hexes."Move 1" = 1 hex displacement."Ship Range 20" = 20 hexes max range displacement."Sensor Range 4" = 4 hexes range visibility.Per example, with 10% bonus to Ship Move:10% for 1 move will be 1.1, rounded down to 1.10% for 9 move will be 9.9, rounded down to 9.So, this tech is useless before the ship has at least a speed of 10 moves.Is this going to
One possible way to deal with this would be to arrange a hardcap on sensorrange and put this cap into relation with the galaxy size (because obviously, the greater a galaxa is the more you'll need an overview of what'S happening). So, for example, using the old cap of GC2 of +15 sensors this could hold true for a medium sized map while each step down in in size would see a penalty of 20%, and vice versa. This would defeat any any problems arising from diminishing returns on the sensor
[quote who="Lavo_2" reply="5" id="3546015"] Seconding; making the extreme world and invasion types a specialization is too much imo. [/quote] I think extreme worlds should be changed entirely. A synthetic race such as Yor should always be able to flourish or adapt to barren worlds far better than any organic race etc pp. So in a way all races could be able to do research to colonize all worlds but only those that have a natural affinity to this surrounding should be able
well if you feel your currently taken diff level is too harsh simply reduce it. we have players here who can beat any diff level on any map because of the enormous amounts of unfair stuff or loopholes that currently is residual within the game so I vouche to say leave as is. on the most extreme setting the AI will get obscene amounts of bonuses, which means you as a player won't be able to outclass them in these fields except if you you know weak game mechanics and exploit these.<
[quote who="Director" reply="15" id="3541454"] I haven't even tried repairing a ship in months. As far as I know, ships repair at 1 point per turn no matter where you send them. In GC2 you could put them in a planet's orbit and they would repair at (I think) 6 points per turn. [/quote] I've tested the repair mechnaic extensively for the Community Update, and won't go too much into detail here, but with a racial repair ability a ship there will repair with +1
[quote who="kestlstw" reply="138" id="3545853"] The AI does trade technology and does go for multiple specializations, why if given the chance to research multiple specializations can't it? [/quote] he can, but he is inept to utilize it the same way a player could. he is simply not coded smart enough. [quote who="kestlstw" reply="138" id="3545853"] Also I have seen the AI use a sensorship I designed in 6.1 so they are capable of using sensorships [/quot