Remove all the adjacency bonuses and it would be one less thing which the AI is bad at.
Nathan E
[quote who="Nathan E" reply="16" id="3700725"] Does the AI grab the capsules with their survey ships? Don't seem to. I'm getting tired of running 3 cargo survey ships and the initial survey ship around continually after them. They keep respawning. [/quote] Answering my own question. Now playing turn 150 as Thalans on a large map, gifted AI. The Iconian Refuge have 4 Survey ships visible on the same turn. These Iconian survey ships have at most 14 movement. A different race h
New 2.8 game with gifted AI on a medium map. Default number of races. Am up to turn 71. Grabbed more than my share of the planets at the start and believe the game is won. Good starting position and initial push for ship movement increases. Does the AI grab the capsules with their survey ships? Don't seem to. I'm getting tired of running 3 cargo survey ships and the initial survey ship around continually after them. They keep respawning. Its a major effort to build a city on a
[quote who="Annekynn" reply="3" id="3585436"] Yeah right now the governors are a work in progress. However I think there is a bigger underlying problem: does the AI use the same logic to build on their worlds? Because that would explain why AI worlds have buildings built in no obvious plan or order. At this point I would prefer stardock greatly simplify planets so the AI doesnt have to plan order or positioning, just number of each structure to achieve X or Y goals. That would greatly re
[quote who="Nathan E" reply="36" id="3584921"] [quote who="Levelheaded" reply="37" id="3584922"] hi. If by planetary spending wheel you mean the thing where i put a planet into a specialized role and decide to emphasis production on something (like either money, research or manufacture), then i am asking you to shelve your plans to remove that. Generalist planets suck especially since the tile placement is so random so one can not even use adjacency very
[quote who="sjaminei" reply="45" id="3580529"] - Endless projects is most likely the real offender here. Birthing subsidies is too powerful, and the basic mechanics too weak. Same with influence. You don't even need those fancy culture buildings, just raw production and a project. This is probably the most broken part. When a birthing project creates more citizens per turn than the ultimate Yor assembly line, something is very wrong. Fixing these, and a review o
Excellent! Your getting rid of the planet spending wheel. I suggested doing that when you were in beta. Will their be an empire wide spending wheel? What to do in place of it? Please don't add things that you can't also have the AI do an excellent job at. Have an option to remove the ability for the player to directly build on planets. This option would only allow planetary governor use. I'd expect to be able to out manage the planetar
On my current game, twice saw pirates kill AI colonizers one turn after they were produced.
I have a very faint, broken white box towards the top of my screen. One pixel wide white lines. It goes away if I switch from the main map to some of the other screens but always comes back. Restarting the game doesn't help. Starting a new map doesn't help. http://steamcommunity.com/sharedfiles/filedetails/?id=44369635
The odd thing is all the reviews that highly rate this game. The AI has serious deficiencies still.
Updated to v0.97.7.0 late on Sunday.
How about, shipyards can automatically repair using your production. You send a damaged ship to a yard. It jumps the build queue and starts using your production for repairs. When repaired, automatically ejects like any other new ship. Repair cost would be the same as the build cost for a new ship of that exact model. Less the non-damaged health. Keep the current slow, planet, starbase, crew repairing. Those are production cost free. :)
My scroll wheel is set to very fast scrolling. I have to turn it all the way down in the mouse control panel to be able to use it controllably in game. I'd like to request a slider in the game options to fix this in game. I'd also like to request the ability to set a min and max zoom level in the game options. Why is this? Zoom out too far, everything is too uselessly small. Zoom in too close, I have to wait for the fancy graphics to load. I'm very seldom wanting t
Does anyone find this tedious planetary build up micro management fun? Are you going to want to keep doing all of this, on really large maps, with hundreds of planets? How are you going to complete multiplayer games with this required time sink?
Yes, the AI could be made excellent at the tedious micro. Then we would have to rise to its level. Would you want to do that with 50 planets? Even only 25? I can do it but its not adding to my enjoyment of the game. In multiplayer, it would be a nightmare. I like the research choices. The ship design. Starbase building is a little tedious but not too bad. The United Planets voting is not having any effect on my games. Star Ruler 2 is entirely better in this area. If bu
Have you checked how hot your PC is getting?
[quote who="Niedzielan" reply="1" id="3546476"] Since it's still 0.97, any changes will be listed in the 0.97 changelog - in this case, Beta 6 Patch 2. Anything new from .2 to .5 is added at the end of each section (eg, Helios ore was fixed .2 -> .5) [/quote] Thanks for the info.
Just went from v0.97.2.0 to v0.97.5.0. A 25 MB patch. Devs can we get a changelog post?
Started a new 6.2 game, large map, all 7 default races on Gifted. I'm on turn 63 and don't know if I can tolerate the pauses that happen so often. Pull up planet display, pause. Close planet display, pause. Pull up tech screen, pause. Close tech screen, pause. Anything I do outside of the main map, it pauses for a second or two. Beta 6.1 did this a little but it was not nearly so bad. Yes, this is a beta. I'd expect it will be fixed. However, its happening s
Pirates should have hidden bases on asteroids. It doesn't make sense that they have shipyards floating in the middle of no where. They should also be a galaxy wide faction that trades for tech.
Hope Stardock fixes it. Perhaps someone could create a game mod that greatly simplifies building up a planet. Makes everything so easy that the AI can't fail at it. Remove everything complicated from the tech tree that concerns planet management. Change the adjacency bonuses to 1% or remove them. Make building upgrades super cheap.
In Steam, get the properties on the game. Local files tab, hit the browse local files button. In the window that opens, get the properties on the GalCiv3.exe. Version info is on the Details tab.
[quote who="Merkava12" reply="34" id="3544206"] Quoting kyrah, reply 32 Whats the state of the game in 6.1? How good is the AI? AI is pretty good now. He realy know how kick asses. [/quote] Played many turns over the weekend with Beta 6.1 on Gifted AI difficulty. I
Playing with all the AI on Gifted. Every AI planet I've conquered has been very poorly built up. No focusing on manufacturing at all. They build ships at each planet's shipyard before having built up the planet. Hovering over AI planets to get their stats. Most have very dismal manufacturing and science production.