this is still a huge problem. an autosave at start of turn hung for 30 minutes eating over 14g of memory until the entire system wouldn't respond. this is a major design flaw that needs to be addressed.
gyan42
this may have to do with production overflow. if you've saved a lot of production or have a high production colony, it might just keep using it on all available legions.
Admin shortage seems to be a big issue for AI, they don't manage it well. On larger maps I'll end up with way more starbases and able to hog key resources and relics because they don't have enough admin to cover their zone.
Thanks zu. This isn't quite what I was referring to, as I was thinking of the attack speed support modules - which if they stack could give nearly infinite attack speed. But it looks like this is a problem even without the support mod exploit. it's very disappointing they are not addressing these severe issues -- I really want to like this game, but it's terribly imbalance and exploitable.
Tet - do fleet rate of fire mods stack? I've found that beam damage does stack (each instance increases all beam damage by 25%) and you can get some absurd damage values from this. i've not been able to test if rate of fire stacking works, however. if so, missiles are clearly OP.
1. Make sure you are customizing your race to benefit from bonus production, and pick up one of the abilities that aids in expansion by providing administrators. 2. Are you assigning multiple planets to each shipyard? You should aim to max out at 5 planets for each shipyard. This will help getting out ships faster. 3. ASTEROID MINING BASES!!! I cannot emphasize how important these are. They provide raw production points. They are extre
Tetleytea I think I agree small maps are probably a bit more balanced, if only they'd disable all the movement enhancing effects. having a very high move fleet on a tiny map is silly.
@Frogboy thanks for your continued work on this game. I'm new to the series but it's nice to see devs responding to the community, and you seem really passionate about improving the AI and gameplay. Though I've had only a little experience so far, I think there some changes required from a balance standpoint, and that many of these would help streamline the focus for the AI. The most abusable power differential right now, as I noted above, is move spe
have you tried giving the move command while NOT looking at the ship? I find the ships will jump quickly through moves if I am zoomed in on the destination, rather than watching each move. it seems to cut down on the time if it is not animating the movement.
I'm a relatively new Galciv player - I didn't play any of the previous games before crusade - but an experienced 4x and RTS player, and after a few games I remain baffled at what other players are referring to when talking about the strength of the AI. With very little optimization or knowledge of the game I've yet to encounter any plausible threat even at higher difficulties. The main problem seems to be the poor ship design, particularly around engines, and proper fleet
do you have legions that were killed? Strangely, Galciv lists Administrators and Legions that have been "used" already, and these aren't refunded as you might expect.
Very helpful information, thanks. Also to be considered are the various support mods that can increase fire rate, accuracy, etc. I've not run the numbers on this yet. My typical strategy involves using Escorts and Capital ships for the defender/attacker doctrine. Escorts are loaded up with defenses, with the remaining capacity allocated to cheap and efficient Kinetic weapons. These are good because defenders are the most likely to die, so you waste fewe
I'm fairly new to this game -- but why does everyone keep going on about how amazing the AI is? From what I can see, they are pretty crappy at the only pieces that matter competitively - designing efficient planet layouts, building strong fleets, and using those fleets. First, the AI never seems to build any engine upgrades. All their ships have 2 move. This makes outplaying them ridiculously easy. I'm flying around with 10+ move even in the early era,