They should have at least made it so that allies provide you with some sort of support in wars (and not just shared vision) even if they do not enter war themselves. If that being too complex, then they should also enter war automatically as well.
Nilfiry
You got me then. There really should not have been any reason for those planets to go un-captured if they were literally just sitting ducks unless somehow the scenario is just scripted that way.
[quote who="DMF" reply="4" id="3759058"] Back in OS/2 days, I fondly remember an epic battle on the largest universe at the time. (100x100?) Could I produce enough Excaliburs to stave off the hordes of slavering alien rape ships. Slowly, slowly, I pushed them back and with a brilliant flanking maneuver took a border world. FTW! Now they just kinda fly around and act like they're doing something. [/quote] This is why I only ever play o
Has the AI ever been good at fighting wars, even on Godlike? lol Actually, I take that back. They were probably better at the initial release of the game than they are now. At least then, they would destroy everything while diving straight for your worlds. Now, they just sort of...eh, sit there. [quote who="ForgottenSlayer" reply="1" id="3759010"] What difficulty? [/quote] TC mentioned Gifted.
[quote who="Dearmad" reply="2" id="3756573"] It isn't just about resources they are giving up, but the fact that now you have a political situation on your hands with the next inheritor. Who will get a chance to develop those resources. That was the real point. The planets you wanted may be weak but now a STRONG (one hopes) AI has them and will have a chance to build them up. And you may not be immediately ready to go to war with them. And nah you missed the other point-
Nah. Based on the way this game works, if they were so badly outmatched that the AI needed to surrender, it is not going to make a difference how much resources they have left to add into the faction that they surrendered to because at that point, what they have left is not worth mentioning. If they had anything substantial left to work with, such as a sizable fleet or decent number of systems, then there would be no need to surrender to begin with. That is not to mention that the AI they sur
I have done it before and they mainly just give you money. If you do not see the option, wait until your power rating is much higher than the race from which you are demanding tribute and then try again.
[quote who="Horemvore" reply="2" id="3735756"] I've been testing this myself, but I have been going up not down... Well runa few test games after work today, if all goes well I will include your changes. [/quote] Oddly enough, I have found better spacing by going down instead of up.
[quote quoting="post"] 1. - Is there any way to turn off the asteroid field lines? By mid to late game, I have so many asteroid lines crossing the galaxy is just becomes a bit annoying. I didn't see an option to turn them on or off in the options menu. 2. - Can we disable the "Victory Certain/Defeat Likely"? Personally I'd rather be taking a chance on attacking an enemy fleet rather than being told if I'll win or lose before hand. [/quote] I believe you can disabl
[quote who="Horemvore" reply="20" id="3734329"] You'd still only get 10 modules on that hull with nothing else. Firepower would be about half of what it is now, 1/3 in extreme hull mass scenerios. [/quote] Never put all your eggs in one basket, as they say. The ideal number of modules to me is 4 or 5 per ship, so there is plenty of space leftover. The reduced firepower would make a difference, though, but I suspect not as much as intended since that still does not miti
[quote who="Horemvore" reply="18" id="3734275"] Higher mass (45), mass scaling of 10% per module, limit of 2 guns per fighter, however, they have more HP since I added this as thier filler rather than guns. [/quote] My huge hulls with 900+ Capacity laughs at your feeble attempt of a mass mod. [e digicons]}:)[/e] Although, when you say 2 guns per fighter, what kind of offensive stats would we be looking at? [quote who="7paradoks" reply="17" id="373
Nevertheless, if you are only playing the AI, any optimized ship is overkill, whether it be a carrier or even fully loaded large hull. You can rule the galaxy with one balanced huge hull.
[quote who="coinich" reply="10" id="3733572"] I see people saying Carriers are OP, but I threw some carriers in a fleet with some cruisers and they did nothing. They released some Guardian drones that never saw combat. Now I've only unlocked the first tier of Carrier tech, no specialization. But it seems that the first module just isn't useful at all. What am I doing wrong? [/quote] How many carrier modules did you stack? It does not matter which one
I think the easiest way to fix this would be be to display the current population as "Current Pop / Max Pop (aka Planet Class)" with an explanation tooltip and how to raise planet class.
Make them all destructible by editing ImprovementsDef.xml Quite frankly, I do not understand the logic behind making any improvements indestructible. If you can build it up, you can tear it down. It is not like it adds any real challenge or strategic depth otherwise.
You have to build a Port of Call on each planet for it to actually take advantage of Tourism.
[quote who="Alfb" reply="24" id="3732975"] Sorry for the ignorant question but what is meant by "endless projects"? [/quote] The project will run forever until you remove it.
We are the Yor. You will be assimilated. Resistance is futile. You should play super aggressive with the Yor race, tbh.
It is not so bad as long as you do not use weapon upgrades too because those are useless. But yeah, +1 for making it less of a click fest.
[quote who="7paradoks" reply="5" id="3732251"] I don't have problem with carriers being very powerful, let them be - but in my opinion power should come with price tag, they should get quite a number of tweaks to be balanced a little bit better: - they should definitely cost more in terms of production, I mean carrier modules should be among most expensive ones; - they should cost more in terms of maintenance; - carrier logistics cost should be bigger tha
They are over-powered. Carrier modules need to have a hard limit or increased mass to limit the number of modules you can put on a ship. Otherwise, you can just pack carrier modules on 4 huge ships and run around with 4 ship fleets hitting the 64 ship hard cap. That would not be so bad, though, if each weapon module could actually hit a different target, instead of only each weapon type.
The AI used to attack EVERYTHING it could. Now, it just goes straight for planets and ships.
Since the v3 update (or probably even before that, I forget), the tech to unlock cultural buildings in your build list is no longer under the Cultural Influence line of techs. This line is now mainly for unlocking upgrades. Instead, it has been moved under the Diplomacy line. I forget the name of the tech, but you can find out which one by hovering your mouse over the little icons at the bottom of each tech name in the tech tree. It should be in the first tech age. If you already have
[quote]You struggle at the beginning, then do some game moves to beat the ai at the middle, then just steamroll it at the end game. [/quote] This, and every other game. [e digicons]O:)[/e]
I was pretty sure it adds to the final income of a planet but before global tax rate.... I just never paid much attention because it is only relevant in early game and severely underpowered for mid to late game.