Thanks for the update! Eta on 1.3.2 by chance?
Annekynn
They need to add some really long/difficult techs to research that dont unbalance the game but give you some small advantage that is still worth pursuing during endgame. Otherwise once you get all the techs, what then? Your research worlds get torn down and rebuilt as money worlds. At the very least they should add an endgame "research to money" endless tech so you dont need to rebuild your research worlds.
[quote who="Frogboy" reply="11" id="3586595"] Ok so if you think about why AIs are so bad in other games it's usually because they do things like SendShipToNEarestEnemyCity (or planet). So you get endless death trains of units just danging out at your empire. [/quote] But that is exactly what the AI does in this game. Its attack vectors are almost 100% predictable. Every now and then it will somehow manage to send a fleet through a side somewhere, but o
Ive had the same problem, even with 1.2. Theres a simple workaround: while youre stuck, just save your game, and then reload that save. Youll be at the beginning of the new turn you were supposed to be at.
Im seeing LOTS of unclaimed resources in 1.3 optin 2. This used to never be the case. One step forward, one step back...
Feedback from 1.3 optin 2: AI declares war on me quite a lot now, BUT has the following problems: - it does not declare war on any of the other major AIs. Theyre always at peace (genuis difficulty setting) at least according to the diplomacy screen - declares war on me but has no ships anywhere near my border to follow through. Those ships may arrive in 30 turns if that, giving me lots of time to prepare for the invasion - troop transports are escorted by only
I can deal with the bug of the AI building 2 of the structures if I could destroy them. Can we make them destroyable?
Seems buggy in 1.3 opt in. Minor races have been found to be building two of these somehow, and the structures cannot be destroyed/removed.
ill see if I can start a new game tonight to check it out, but thanks regardless for your efforts!
Ive seen this "bug" since at least 1.2. I thought it was some feature that was added. Found it a bit annoying that I had no way of having planets tell me when construction of all project was done as the N/A project was always there and unremovable....
Wishlist for the expansion? Oh dear, where to start: - military objectives in space like rogue comets and asteroids that can be fortified to act as a regional supply depots of significant strategic value. These would boost fleets in a large radius around them and would serve as important military outposts that are capturable - ability to capture starbases - ability via tech to even further boost the range of starbases OR give starbases a 2 hex initial larger radius so
pretty sure I saw a mod somewhere that let you demolish the capital and rebuild it elsewhere at a cost of a mere 1 turn
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 remove the players advantage due to much smarter buil
We dont need the damn wheel, or that kind of micro management. At most there should be just three buttons that you press to designate the world either research, production or money, and doing so boosts that by X and reduces the other two by Y.
[quote who="peregrine23" reply="1" id="3584820"] Sorry, but I have no sympathy for you. The colonizing events are supposed to be random and unplanned-for. I think save scrumming them is against the spirit of the game and of the events. If that's how you like to play, more power to you; but I don't think they should feel beholden to make that kind of gameplay more convenient. [/quote] The PLANETS should be random and unplanned for, as well as any bonuses they offer. B
So you go to colonize a planet, but before you do so youre presented with 3 idiology choices. Ontop of that each choice gives you a different bonus OR penalty. These choices however are random. If you saved right before trying, you can reload for 3 more random choices. Subsequent reloads that turn dont help. If by then you havent gotten the choices youre hoping for, and you can afford to wait another turn, you do so, save after turn completed, and try again. This is very tedious, especially o
I hope that the AI realizes that the player WILL attack it at some point (even though that may not happen), and always try to prepare for that moment. That doesnt mean stationing huge amount of forces along the border, but it does mean keeping enough reserve forces to defend key installations (shipyards, starbases, important planets), and keeping enough ships nearby to respond to an invasion. Right now the AI never responds adequately even though it knows the player is stationing along
Any plans to update for the 1.3 opt-in or will you wait for the final release first?
" Rapid power projection is massively overpowered in GC3, because it also determines the number of attacks you get per turn." And the AI seems to stop doing anything with a fleet once its carried out just 1 attack even though its got plenty of moves left. The player on the other hand with a fleet that repairs itself can decimate multiple AI fleets in one turn. Really hope Stardock fixes this to either use up all your moves once youve carried out an attack, or teach the AI
[quote who="naselus" reply="314" id="3583753"] Can you upload the save? [/quote] Here ya go: http://nova.xzibition.com/~nexworks2/game3.zip
So im not sure what can be done about this. 615 turns into a Gifted map. Here is an Orange fleet entering my space, made up of 4 huge ships. They have the moves, they have the hitpoints, but theyre almost naked when it comes to weapons and defense.
Thank you for the life support change.
Actually I take some of that back, that change does seem to make the AI more aggressive after ive declared war on them. But ive yet to see them declare war first
As far as I know no changes made reflect a game in progress, only a new game. At least thats how mods work. But I see the exact same problem, 600 turns in and no one has attacked anyone, ever. Its just stupid.
None of the Hyperion buildings work any more either. My homeworld which has all of them doesnt reduce logistics, or boost health, or boost range, all of which worked in vanilla.