Ai in my games seams to do pretty well at setting up mining bases early. Not as well as me of course, but I have to get constructors out there before the ai nabs them all. They will. my general setup is a dozen civs in a large galaxy on tight clusters.
leiavoia
[quote who="a0152570" reply="22" id="3680115"] installed and liking it! good job. BUG sometimes when i do battle at one of your anoms (and win) the anomaly is still there and i can't move on it. only happens with your anomalies [/quote] I had this happen to me on the stock game v2.2, so it isn't the mod. Not sure how to reproduce the issue, but the one i encountered yesterday was the second defended anomaly i hit on the same turn. Maybe that ha
On Minor Factions: One thing you might try is to set the game to have zero minor factions, but then put in a few random empires with the AI level configured for cakewalk. That way you get a full-fledged AI but it is purposefully gimped. They are invasion fodder for larger empires.
I have seen all of these issues. The fleets are doing better than they were before, though. They do a better job of protecting planets from incoming threats. the biggest issue is unwillingness to invade. Ai civs will take occasional potshots at each other, but I am not seeing any follow through imperial takedowns. When I invade another ai planet, it is with the intention of eventually invading all of them.
Surrender color - if a civ surrenders to you, its star bases continue to be the color of the surrendering civ. Homeworld stats mismatch - the production numbers shown in the mouse over tooltip for my homeworld do not match what I see on the view planet screen. Planet screen shows roughly double what the tooltip shows. This has happened on every game so far. Played as the Yor. Janky auto upgrade button - I
[quote who="goxwerd" reply="19" id="3679937"]In crusade i dont think the ai is capable of actually playing anything but early game. [/quote] I'm getting the same impression. The first ~50 turns are interesting but then after that its smooth sailing. I wish for an AI that would make a concerted effort to obliterate me. Invade me. Blow something up. Anything more than posturing.
How well does the AI manage them?
The numbers and stats on the pre-invasion screen just don't mean anything to me. I feel like if my big number is significantly bigger than their big number, I should be winning, yet i don't. I don't understand why I win or lose.
Social construction IS the build queue.
Yeah, I don't think the changes for synthetics are "unbalanced", just very different approach that requires totally different strategy.
These are fixed in 2.2 I believe.
What version are you playing? If it is the release build, those techs are all messed up.
[quote who="Taslios" reply="3" id="3679230"] .... you know you can just hover over the "date" and see the turn number right? [/quote]yes. its very annoying.
+1 I would love this. The date really doesn't add anything to immersion and doesn't help me relate to anything. This should be in the base game, not as a mod.
[quote who="Strategos909" reply="67" id="3679207"] Just noticed an annoying bug when upgrading survey vessels - it treats them as a new build and costs an administrator rather than just the cost of upgrading the ship. Just imagine Capt Kirk being told "Good news, we are upgrading the Enterprise - oh by the way your sacked and being replaced". [/quote] Confirmed and very easy to repeat. Just noticed the same thing myself.
[quote who="archangel_mcg" reply="15" id="3679195"] My main problem with playing Yor is that I haven't found out to grow fast with them. Building a new population lasts long and blocks everything. And new colonies reduce the pop on your main planet. So you are slow as fuck. Or are there techs I haven't seen yet? [/quote] They are designed to be terribly slow starters that get out of hand in the mid/late game. What i've been doing lately is starting new colonies with
[quote who="Ryat" reply="10" id="3679011"] Quoting erischild, reply 4 Approval is a deliberate challenge and you cannot ignore it. Unless you play synthetic [e digicons]:cylon:[/e] [e digicons]}:)[/e] [/quote] i emit a synthetic cackle every time I bulldoze over a harmony crysta
Glad to see the mining base bug fixed. Eagerly awaiting the Commander Logistics bug fix ;-)
Some kind of popup would be appreciated. I usually dont notice until i'm browsing the planet and notice the icon.
[quote who="pella07" reply="4" id="3678998"] Thanks again for replying. I get what EvilMax is saying, but here is a screenshot of my planet queue for a developed planet. There's no option to do a project. How do I get access to them? Is it via research? Or a certain structure? Screenie [/quote]scroll to the bottom of the list
[quote who="EvilMaxWar" reply="4" id="3678950"] Nice post that helped me kickstart with Crusade. So far I like crusade but I was a bit taken aback by the new production system where there is no focus options. I think this might be a good design choice as it forces you to make planets more varied with a greater emphasis on tile/adjacency bonuses rather than the old system where you pretty much had super specialized planets only. The part I am having a tougher time
It's a known issue. I just hope the devs know it too.
The opt in patch already fixes robot issues and is worth a try. it does take a very long time to get robot populations up from the starting initial amount. To make matters worse, you are probably going to be syphoning pop off your homeworld to start colonies. That usually means that I am not producing meaningful amounts of population until near turn 100. Robots have serious hurdles to overcome as-is, so on second thought this "exploit" is totally fair and should perhaps even be automa
Quiet, you. You're giving away all of our robot secrets. but yes, I think these should be off limits to synthetic races.
[quote who="wpkelley41" reply="3" id="3678743"] I love the farm world concept. With everything going to a central stockpile, that seems to make sense. [/quote] Well, the downside to that is if you get pegged with a spy or the planet gets invaded.