Gotcha i was afraid it was something like that. Its too bad have the game exactly how i want it to hold me over until crusade. thanks for the input so i dont beat myself up trying to figure out what it could be.
goxwerd
Okay so this one is something i have not run into before. I am in a game 500+ turns super slow everything so a lot of time invested. I am at end game. AI has all the techs but for the last 100 turns or so they are still building old out dated designs. My game is modded so i usually just toss all my issues into game is modded i must have done something. But im not sure anything i did would affect this and past games with same mods worked fine. Is the AI just bein
Yeah dreadlords seem weak as heck. They show up and get killed maybe build a shit that is meh. In GC2 they were soo much more powerful and scary. I need to find where their xmls are and buff em.
Never seen it. Tbh the AI Fleeting up has been good/great for a few patches now. The speed thing i noticed a few patches ago maybe 1.7ish. But i mod my game to give the AI teams a lot more cap so their designs end up being fast/too fast. But the main issue was cargo hulls not having enough engine so any fleet with a transport was slow but i have not noticed that in 2.0 but it may be my mods.
Also obviously the game is very far along so not much new will be added that wasn't originally planned. But here is hoping that the tech trees/techs will get a pass/added to. Playing with basically the same research grind for years is not as fun as getting new toys to play with in expansions. Would love for them to be longer and have more cool uniqueish stuff, as much as galciv2 seemed grindy i liked how there was just more to tech up even if upgrades were minor. </p
Yup same. Really messes with custom ships too with really odd and not natural darkshades on parts. For me though sometimes it is there sometimes it is not.
wow only 20$
[quote who="Pawel25" reply="51" id="3663199"] Can't wait for the new DLC. One question though guys, are you considering improving space battles? (ship movement, weapons effect, each race with different weapon firing etc.) [/quote] I assume this dlc is well on its way so i doubt they will be adding new things at this point but it would really be nice to at least get new/updated weapon fx. At the very least make the high end/unique weapons be epic/cool
[quote quoting="post"] Just wondering what other players are getting out of the new AI? I have not seen much difference other than planetary builds (which are better). The AI doesn't seem to fight with other AI's in a meaningful way. They focus on parking their ships in my territory even when at war with others. When they do fight eachother it rarely results in planets actually changing hands (other than via culture flips). <br
I purposely avoid building or researching anything diplomatic for fear of getting a stale game. But that is about everything in this game currently. You need to go out of your way to not game the AI/system to have a game that will possibly be fun for a couple hundred turns.
Weird people are not having this issue. Every game since 1.31 i have run has had an AI issue. Basically they will not take over planets. There are some transports but they dont do anything. All what happens is the AI floods your area or another AI's area(who ever they are at war with) with tons of ships and they just all sit there and dozens more just come over and stack but they never will take any planets. Then if for some reason you do end the war the AI will just shadow every fleet/st
[quote who="naselus" reply="3" id="3590434"] It's possible to teach the AI to build fleets sensibly. [/quote] Is it possible via mods? Because i doubt it will ever be part of the game. GalCiv AI has always been like this and if it was something the devs wanted to add it would have been part of the core/vision of the game. It seems like the point of AI in this game is to be hard to beat/keep up with rather than fun to play against.
+1 way better system than we currently have but does it really matter outside of multiplayer? AFAIK once the game is rolling the AI just builds a ton of capitals anyways with the odd race building max logistics of carriers. Never in my ~150 hours have i had the AI build any type of fleet you need to plan for, just full logistics of whatever their best capital they can build. No support no mix sizes and rolls to make it fun/tough to play against. Obviously the gaming the system current
[quote who="redviper37" reply="14" id="3589562"] Quoting , quoting post Combined with the 1.31 AI update (the AI should be very noticeably better in 1.31 versus 1.3) the AI does not attack, its ships are standing right next to mine instead of seeking its ennemies and it does not invade on larg
retreat wont work and imo not needed and would be too annoying. What would be interesting and add a little bit of a retreat/reevaluate feel is if large fleet battles didn't result in 1 fleet always 100% being destroyed. I know that is the GC and they would never change that. But it is a neat idea to maybe have a large fight take 2 two turns resolve so there are more decisions and the possibility to move/run etc if you are taking losses etc. As i said it will never happen but i think it wo
[quote]-Weapons effect for all weapon type is almost the same. [/quote] On this one i'm sure this has been said a ton but i agree with OP on the above. Especially end game weapon effects are just a different color of tier 1 weapon effects for the most part which is very disappointing. At least make the end game ultimate weapons unique and cool. Heck id even pay the 4.99 DLC for a revamp of weapon effects to be something that belongs in a 2015 game. Also i
Yeah if you want to min max by save changes just mod the game files to give you what you want. If you are going to dodge random intended events just mod the game to create the experience you want.
Have you tried to fight the Alts with beam weapons when this unhittable issue is happening? What the OP is describing is not a mass drivers driver issue, it is an odd bug that makes Alterians unhittable. Happens to me all the time where at some ""random" point in the game first attack hit rolls have a chance to hit but after the first firing everything after that is 100% miss so it is just a longer drawn out fight until they peck away and kill my ships. I havn'
Couldn't tell with the .81 or even the patch 2 notes if this has been addressed. I noticed in .81 this happened less for me but still happens. Just seeing if this is on the radar or has been resolved yet. Since it pretty much makes the game not playable for anyone who is experiencing it, though it seems like only a few are. I have not done a ticket yet but i probably should if this has not been reliably reproduced.
As far as OP i believe it is the 4gb of ram and the fact that system due to its age is just going to be all around bottlenecked compared to newer systems. Beta 4 was slow and crappy until the latest updates which made it run great. Now first run of Beta 5 is about as crappy and slow as early beta 4 was. So maybe there is some hope on Beta 5 getting better but who knows.
I was just about to make this post for the same issue. About 30%-40% of the time when going to battle viewer game goes black, i hear the sounds and see the cursor but the rest is just black. I have to ctl alt delete and close the game. Also i have had this issue also happen when you get an idealogy event(3 option choice screen). It is super rare but also has happened. Im glad someone else has this issue because i thought it
The carrier module(s) you equip them with determines what they launch. That is pretty much it. Different pods for different battle roles. They launch at the start of battle.
I noticed in last beta that at a certain point in the game Altarians became unhittable after the first shot. I could spawn 3-5 late game "huge" ships and they would all die to 1 Altarian ship and would not take a scratch. 5 Carriers all with OP snipers, Still all die to 1 ship. They would all get off their first shots some could hit but most of it would go into the shields etc. After that there would be a forever and a day battle of every ship of mine missin
Good stream seems like the game is coming along. I like the updates to the battle system and the rolls etc. I just hope that AI is able to incorporate that.. As it stands now the AI just builds to 70% log cap of the biggest thing they can build and throw it at you non stop which is predictable, boring and makes for crappy battles. If the AI will actually make balanced/diverse useful fleets to fight against this will be a lot of fun. I hope t
Beams are OP atm. Only way to deal with it is to mod the game and nerf them yourself. But in theory each weapon has their niche. I believe i have this correct how things currently are. Beam long range, medium/high dmg, medium fire rate. Missiles medium range, high dmg, low fire rate. Kinetic Short range, medium/Low dmg, high fire rate. But in the way battles are modeled non of the weapon characteristics matter but range and how quick you hit. Since Beam is long rang