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DARCA1213
Protecting assets. Few times did I find undefended cities in civ 4. Galciv AI lets colony ships go alone and help comes when its built but only after the colony is made. In civ 4 not only were settlers guarded but sometimes units would be guarding the spot where the colony would be.
Oh, and its, 'it' or N-1. Yor don't have a gender. ;)
[quote]and I may have declared war on him immediately after he gave me all his techs. [/quote] And that's how you hit a home run kids. Lol I am surprised every time I hear things like this. I remember playing and AI being idiosyncratic but smart when picking friends and knowing when players are about to go to war. Though it couldn't predict you doing so in that case. I think gaps like this or some form of exploit will always exist so diplomacy and UP penalti
Improvements to labs and factories isn't relevant to non yor races first as they have good ones to start. For me unlocking wealth improvements is critical as I can't start making money without them and i need to start sometime. If you are a synthetic race then that changes because the starter improvements they have are only 10%.
Would love two see this actually seen in the game distinctly instead of imaging civil and military populations. We have defense improvements and population and this problem with sending billions in invasions. So with a bit of reworking why not actually have two populations military and civil. The military population would only be taken for invasions and only your military population defends the planet...or not depending if people think its a good idea. ;) End result being that
Costs. You can do that I am sure but I know the AI will take advantage of wars the same as we do dog piling other AI and gaining planets. When you think about it deeply though, with so many settings its hard to tell what type of game we all actually play and what causes the things we hear. Just thatthe expected play style didn't match the game that was played. Least there are patchs making the game more balanced little by little. And making the cost of bribes far and few-er. [e di
I got 50 colonies, I win! Wrong. You and 20 others. Others that are smart, collaborating, exacting AI empires with everything you have or more/less with varying special techs. The relationship between having more worlds and thus winning everytime isn't true.
Who passes a planet and says, "I don't need it?" No one. Making colonies is part of the game its not civ 5, nor is it really a strategy as it is necessary to every other strategy, as everything is planet based. Point is, when someone complains about large empires and not liking to colonize in a unmodified game; it makes no sense because all power in the game is based on population and population is on planets,and if you want to win by diplomacy or war, you need to be able to resea
Is there a dangerously insane map size!?! also, those requirements aren't for insane maps. God knows what you need for them, as the requirments would likely be double what it is for a constantly stable game. The maps really are insane and iirc, Stardock has said play it if you can but no guarantees.
My PC died after I did something...stupid. But my drive is intact so my next build should be able to play insane maps without any problem for 1000+ turns! [e digicons]:rofl:[/e] But I remember this when i last played; caches are important and what not but with this game you need every bit of 8GBs of RAM and a good CPU/GPU. Or else you get CTDs like I did on insane maps, back when I had a PC. :p Also, anti-analizing and texture-scopic-filtering (or something with a similar nam
I am imaging a screen with the game map on it and dots representing shipyards and other dots being other factions ships. Knowing the location and when the shipyards are building would be more intuitive yes?
I don't see it like it was before. When I invade I see a victory or defeat screen immediately. Before there was a planet map and rolls and it worked like the combat viewer did and it looked decent. Is that feature removed or bugged?
The tile limit for population is most likely so that population does not degrade with tile distance. Plus having them to far away is a way to exploit unfairly.
[quote who="redviper37" reply="8" id="3545307"] Performance Memory leak fixes (these are technically fixes, but the real impact is that the game uses less memory over time) Fixed leaking starbox in battle viewer Fixed leaking shipyard and starbase nodes in battle viewer Fixed leaking node in battle when getting bound boxes Fixed leaking node in battle viewer when positioning the fleets Fixed leaking ship nod
I sware I heard a dev like frogboy say that building multiple things a turn was planned for the game last year when shipyards were revolutionary. Have not heard anything about that brilliant idea since then. I'll wait for it eagerly though. :)
We NEED a hamster race. Thank you!
Drengin are like apes and frogs mixed together the more I think about it...not surprising really. Lol
A Custom race yor I mean. Also i wish there were a way to make ship colors more customizable, i have only used sreel and obsidan so far and only a few materials for it to look right to me. Just satin. DARCA ;)
[quote who="Edladner" reply="988" id="3540812"] my newest fighter, done to promote the fighter contest for the GC3 Ship Designer's Group on Steam Reduced 29% Original 1920 x 1200 <br
Yor use less buildings and I like the neat bonuses there tech tree gets along with improvements. This has became a must have in all my games.
The synthetic trait is hard to code, I wouldn't be surprised if it was just working at the last patch before release. Bless you SD for making it though. :")
I paid for the game, I paid for the dlc, I might even pay for monthly subscriptions for multiplayer. A mod is voluntary content made for fun and offered from third parties (players) to other players. To pay for it would be to basically say its part of the game. For me I wouldn't entertain such shit, as its not morally right to me.
The problem I have is when I get a special tech its a investment over the course of the game,as them the bonuses start too matter. When I take only one, the tech tree gets smaller and so does my strategic option and game length, unless the bonuses are more substantial then its just going to be weaker than before, and ever now it takes a while for a -10% in factory maintenance to mean anything.
Tech Specializations are now mutually exclusive (when you pick one specialization you can't pick the others) techs are rebalanced to support this can't see that turning out well, gl.