Taslios

Taslios

Joined Member # 429611
56 Posts 633 Replies 1,973 Reputation

So I really do enjoy GCIII but there is one major limitation of the current AI... and that is that they can only attack once per turn per fleet. So if they have a huge fleet that has transports, I can indefinitely prevent my world from being taken by one of several things.. A. Fighters Once you have fighters it becomes a minimum 2 attack conquest proposition. B. moving cheap ships in every turn. The adjustments for sens

7 Replies 6,817 Views

Simple solution: Queue the ship upgrades similar to how the upgrades are queued for the Starbases. I select Battleship Mk1 and tell it to upgrade to Battleship Mk2. The system then looks at all the available shipyards and SENDS Battleship Mk1 to the shipyard that can complete this task soonest. StarDock could also add a screen to the shipyards build queue to allow you to select ships in orbit and queue them fo

8 Replies 19,596 Views

That said.... I also think people are playing silly inefficient by never building constructors at their "main shipyard" Simple math... lets say a Constructor X3 with three modules costs 3000 Manufacturing Points and BattleshipX costs 20000 MP. Lets say you have three ship yards Super which does 15000MP a turn, Ok which does 5000 and Deepspace which does 1000.

11 Replies 18,438 Views

eh, I always set it when I build the new starbase... set once and done. Going in and shutting down a shipyard every time I go to queue up upgrades sounds like a massive PITA... I think they need to add a global control "Starbase" tab to the Govern tabs.... and perhaps allow us to make priority lists and assign them to our shipyards from the shipyard tab.

11 Replies 18,438 Views

This is still an issue... Their tech tree has the upgrades to the consulate, but not the consulate itself so there is no upgrade path there. These techs should give influence bonuses to the free market....

6 Replies 50,933 Views

[quote who="Empress_Fujiko" reply="7" id="3632829"] I'm talking about issue number 2, Taslios, and the fix is not the management screen or some arrow on the galaxy map, but instead a "turn-alarm" when there is an unused constructor-module at a starbase. Just like the idle-ship alarm or the idle colony alarm. I would even accept if the remaining constructor would autoeject at the starbase and go into the idle ship queue. It's really great to have a more automatic system

10 Replies 22,908 Views

Theroetically you can offload the math to the GPU.... and if you are running an AMD system (who seriously does that now a days... oh um me) This does even better than if you had an intel system.... either way that is one more calculation that I would rather the game spend on AI figuring out how to kick my butt... I think this is one thing that is several fold..... 1. They don't have the full tech tree out yet. &

16 Replies 77,294 Views

Larsenex... The +10% idea would act as a global tax or break on research... I'd rather not have escalating costs that increase math that the computer has to do in the background. I think it would be better to just have more techs... or have a global production hit for empire size... again GCII did this via taxes and moral.. GCIII does not have an effective way of capping huge empires to lim

16 Replies 77,294 Views

The system is not perfect no... But if you go in and set your base constructor design to one that has multiple modules then it knows to use all the modules before ordering a new one. I've not gone down the Pragmatic path to see how it is handling the double per module in the release version of 1.7 but the issues you are having seem to stem from one of two issues. 1. you sent a constructor to a starbase manual

10 Replies 22,908 Views

Several things that should/could be done here. 1. Repeating techs that are crazy expensive but give decent bonuses... there should be one or more of these in each of the tech trees. 2. once all techs are researched, all "specializations" become available to go back and research..... 3. Stardock just needs to make more techs so that the research win is an accomplishment... not an expectation... (I always disable it cause it is so easy to

16 Replies 77,294 Views

1st Question because someone will ask it... what difficulty level are you playing? 3) Fleet attack more than once per turn. If a fleet has a move of 5, and spends 1 attack clearing the defenders, why can't it invade the same turn? Many times I;ve seen attacking Ai with an invasion fleet next to a planet spend dozens of turns trying to invade it, but failing because the defender can get 1 ship to garrison every t

2 Replies 25,933 Views

l'll answer my own question first. I tend to play custom races more than the base races ... for example, i've yet to play a game as humans not even started one... I think I'll do them next. 1. Yor. The Yor are tricky to play but they can have crazy growth and thus super crazy production. 2. Thalan Prolly the best tech tree. All the quantum techs really make for

13 Replies 53,729 Views

(I really wish this forum supported polls) So I recently decided to play through all the races again and try to play them with an open mind and play them to their "design" which meant that Alterians are Benevolent, and Dregen are Malevolent etc... I've realized that the Altarian tech tree is gawdaful... but their Ancient trait is as I felt before almost too good. The Iridium Corporation is crazy with money and influence.

13 Replies 53,729 Views

[quote who="ManiiNames" reply="3" id="3631931"] Honestly, I rarely have that much money. The way I set up my economy precludes generating large amounts of cash, instead it gets funneled into manufacturing and research (44-44-12). Most of my actual cash turns into technology that I buy from other races. My general goal is for per-turn income to be as close to zero as possible, if I have gobs of cash accumulating then something is broken. [/quote] It reall

5 Replies 7,182 Views