Please read some of the threads started by Frogboy on AI development. They deal with your issues and many others. There are more answers there then I can summarize. Since I did buy the Alpha, I can tell you this is nowhere near that stage. However, it is indeed part of a long range project headed by the CEO of the company. He often states that getting to develop this AI is his primary motivation for producing the game. As far as I can tell, this ite
erischild
It was my understanding that eventually there would be data mining of ships on beyond what was on my disk drive, that it would be looking at ship designs from everywhere. At one time, I thought it would be through the workshop, but uploads to that say they strip off the components. What do you know about any larger choice of ship designs that might be availible to the AI? I like your approach. Whether for original designs or for borrowed designs, there has to be a fi
[quote who="node10" reply="10" id="3567914"] Starbase development should be a sponsor mechanic similar to that of Shipyards, and to prevent Starbases from developing when 'cut off' use a mechanic similar to that of freighter trade whereby the supply route can be raided. Constructors are still necessary to drop the initial Starbase. Constructor spam is the bane of this game and it needs to be hacked down, not merely pruned. [/quote] Jus
I understand people wanting this, but I have come to appreciate the randomness and the varying puzzle that comes from the placement of capitol and trade goods. I'm glad it is available as a mod. I would prefer it not be the default, though.
[quote who="KD7BCH" reply="5" id="3567624"] Quoting Echillion, reply 4 Turn the speeds up then KD7BCH [e digicons]:grin:[/e] How? I am already overclocked as far as it will won Air lol but it isn't the cpu speed its the programming. It is wasteful and not efficient. It also do
[quote who="HeroicHerald" reply="8" id="3567194"] Oh give the guy a break. This feature really should be fixed because the only alternative is manually placing constructors which is maddening when you're dealing with 200+ starbases. [/quote] No one has argued against that point that I saw. Did I miss something?
oops. wrong button.
I disagree. I play a similar rush strategy as you, much to my personal embarrassment. :) The extra 2 pop per planet is very very nice, but it is not going to win the game for me. It does have a good synergy effect with a colony rush, though. That part is interesting. Imagine when the AI gets a hold on it and learns how to use it. I bet people will complain about that. "Why do expansionist factions expand so fast? Is that fair?" ;)</p
Imbalances can be a form of balance. Having the balance change by factors such as tech age and resource availability is a way to introduce flavors and complication and consequences. There is a lot of potential for variability in the weapons systems. They did work to make it so the weapons were not monotonously equal. I appreciate that. There will be further adjustments to both the balance and imbalance. As for "every game is 30 durantium....".
I hear that is the first DLC.
[quote who="Goatmeal" reply="4" id="3565919"] This really boils down to resource frequency. I guarantee if elyrium wasn't impossible to get, you'd see a ton of beam weapons. The elyrium laser is no joke. [/quote] That's an interesting point. There is more elerium available in my maps than yours. I may rethink some weapons choices. There isn't an excessive amount of elerium, but with a couple mining techs, I could f
[quote who="androshalforc" reply="3" id="3565902"] Ok reading the title of this post someone needs to make an animated shark looking ship with a laser attached to its head [/quote] I swear I saw a shark ship somewhere in one of the posts. The first thing I thought of was equipping it with lasers. :)
This question has been answered today in the dev stream. It is a bug and will take some work to get rid off due to how the trait works. No ETA on resolution. Thanks, Paul, for the answer! I advise marigoldran to try and abuse it while it lasts. ;) I'm thinking of using both Ancient and Colonizers to take on god-like AI, myself. Might as well break it while it's still broken. I don't think I would have a chan
A planet can sponsor a shipyard, which sends manufacturing to the shipyard, from most any distance, as long as you factor in the decay rate. A planet can only contribute population to a ship, colony or transport, if it is within 6 hexes of the shipyard. I believe you have a situation where you have a shipyard that has sponsor planets that are all more than 6 hexes away. When you launch a transport or colony, it requires a minimum of 0.5 population. You can'
[quote who="Franco fx" reply="16" id="3565728"] Well, I really don't like specializing planets but based on what many here say and even what the devs say, it gives me the impression that it is the best strategy. All of the re-naming planets and deciding what the planets should be doing becomes a huge bother to me as the game wears on. I will probably start playing a more balance strategy. As long as I can win fairly easy on normal, I am fine. I can always move up in difficulty if I w
[quote who="Franco fx" reply="13" id="3565335"] Do you build a shipyard for every planet you colonize? Maybe I am playing it wrong but I only build shipyards on about 20% of my planets. [/quote] Every planet sponsors a shipyard. I play with lots of planets so there are often multiple planets per shipyard. But compared to your style I have lots of shipyards. I do not specia
Very nice. Good range of environments.
-1 I like starbases and constructorsl Pushing them around is fun for me and possibly many others. Please keep that in mind. I heard Paul talk about how he deliberately changed things to no support for starbase modules to keep the focus on starbases themselves. You are going to have to come up with some good reasons for changing it for that kind of redesign. The presence of an expansion race is not a good reason. It is part of GalCiv. If you
[quote who="Larsenex" reply="6" id="3565171"] Erischild you are correct. That is really what I ment as well. So if you have Ancient and yoiu are mining a culture relic and you added 3 modules of mining you would get 30% culture bonus and 30% research bonus (ancient trait) from that ONE relic. This alone makes Approval relics very tasty and Research ones doubly so! [/quote] First thing is I appreciate the confirmation that I a
[quote who="janhardo" reply="8" id="3565056"] Always labourious to learn something for this..trial and error a bad learning strategy, but unavoidable as it seems. [/quote] Your other points are valid. The manual is not a source of detailed mechanics info. This does seem to be a product of this era of ever developing software. I do miss having detailed manuals, even if they go quickly out of date. I do feel the dynamic r
My theory is that if you are going to maximize that carefully, then you are also going to plan ahead for one off events where you are going to switch a planet to project mode. You turn off your production and let the buffer drain out. If you are really good, the last improvement/upgrade finishes just as you are ready to go into project mode. I slide the planet governor over to 99% military during the last upgrade and let it slowly finish and switch to a project. I figu
My thought is that is why I put armor on my ships. :)
[quote who="Larsenex" reply="1" id="3564765"] You get 10% per relic mined and 1 (flat) point per ascension relic mined. Got lots of relics? Get lots of research, done. [/quote] Perhaps I did not make myself clear. You do not get 10% per relic mined. You get 10% for each constructor module mining that relic, up to a total of 50% The tooltip for research on the planet screen breaks down your research bonu
I don't completely understand why people have such morale problems. I have entertainment centers, a few key techs, some approval relics. I work my way up to 100+ planets. I take a lot of benevolent ideology choices because I am just that kind of person, and those choices have some approval bonuses. My initial colonization rush puts a severe strain on that, but it all works out. As to whether you can go ahead and play with 0% happy people. No, I can
The description for Ancient says 10% for each relic. What I observe is 10% per each constructor module attached to the relic. That's up to 50% per planet per relic. I also observe 1 research point per Ascension Crystal is 1 research per Ascension Crystal constructor module. The overall effect is staggering. I am playing on gigantic maps and I can get gigantic research on the crummiest of planets. One crystal is 5 points. One