A military starbase, with a fleet on guard (1 ship in fleet has high sensors if needed) will ensure the AI never sneaks up on u, ever, period. Any attack fleet will be outmatched, by your fleet, because of the military starbase. Result i have never lost a planet, been invaded, hence any planetary or orbital defense really, really is useless in any players book. The vast ma
cyberj914
The AI does treat its home world a little different then the rest of its empire. Also the example Knute gave is not absurd. It is what happens once you go beyond Intelligent and the AI starts to get bonuses. Brad has said on several occassions that the economy boost is not the only one. I seem to remember him saying something about abilities getting multiplied by like 200. What do you think happens to the numbers if you multiply your research ability by a factor of 200? All of a sudden one
Nope starbases are fine. If you don't like sending them manually then set up rally points. It's nothing to set a starbase up and then set a rally point for it. Have all planets building constructors you want to upgrade that starbase with use that rally point. And voila! all automated. When done move the rally point to another starbase or just delete it. I'm not sure what the upper limit is on rally
I think I've seen other requests that SD make the AI something that can be modded but honestly don't think I've seen an official reply about that. If they hadn't planned on making that sort of option available I doubt they would rewrite the entire AI structure just for this sort of thing. So I hope you said *simple* with a bit of sarcasm . Aside from that really there is no need. I'd be happy
I generally only come across this on the AIs border worlds where it is trying to prevent an influence take over of the planet. I've flipped worlds that had four or five farms and just as many embassies. It is possible that whatever algo controls the AIs attempts to thwart influence take over may be off in some way but the strategy does make sense. Keep in mind that the AI has to figure out what to do with a planet from scratch every new game. You on the other hand have dozens of pr
It's funny to read these sorts of posts. Everything is *best* or *worst* depending on your style and strategy. There is a situation for every building in the game. I'll grant you that some are more useful then others but only so far as they help with particular strategies. Take the Omega Fleet Manager for instance. I build one of these on every planet that has room left after whatever its dedicated function is. You know why? Because the AI tends to leave planets like this alone
They've already posted that an option is coming to give the CPU more time to think if you want. So we'll see what happens when that change goes through
Well their other option if you look at the posts was to not use ctrl-n for metaverse games. Is it an ideal solution? Well no I don't think so either since I liked the way it used to work. But that's just what they did don't shoot the messager .
The description for the orbital terraformer is a bit misleading. All it does is instantly upgrade all yellow, orange, and red tile to green on all your planets and any planets you colonize or otherwise aquire. So what you saw in the game is what is intended. The PQ bonus is applied when you research the upgrade techs. It is a percentage increase so higher PQ planets benefit more then lower ones. Maybe in a future update they will add techs that allow you to expand the PQ
Actually all I'd like to say is that's rather sporting of you to come back here and apologize. No company ever wants customers to be unhappy. And in the world of computers it is often times a very difficult task as I'm sure you figured out. The engineering phrase that comes to mind is *it can't all be right and still not work*. Anyway I'm glad you figured it out and can now enjoy
I used to add the Speed ability to my custom race but took it out when v1.1 changed the population rules. This sort of thing really boils down to style. My current setup is this: Econ: 20 Morale: 15 Pop Growth: 20 Inf: 15 Luck: 25 This setup lends itself very well to a diplo or cultural victory. In fact I'm thinking of adjusting it again just because cultural has gotten too easy to obtain. In terms of the speed trait all I can say is so lon
As complex as an economic system can be to model you still are talking about only one aspect of a this game system. Sure there are a lot of variables to consider but for the most part a forecast system does not imply *thinking* mearly number crunching. Also did this economic system have to decide what areas to develop, allocate the proper resources, and then oversee the project to ensure it stayed on budget? And for that matter did it drive your car home? You see an AI designed for a well de
Ah see now I've got ya ... the action taken is that the ship notifies me that an enemy has come into its sphere of influence and it is awaiting my orders on what to do. A security guard does not engage the bad guys he just calls the cops. But it does not show a lack of polish or that the game was not finished. I've said it before and will repeat it again. Just because you think it should work a differe
Well all I can say is let us know when you write your 4X TBS game with this fantastic *agent* based AI and we'll be sure to look it up. Theory is fine but in practice a lot of these sorts of things just do not work when dealing with a complex environment. Sure for a couple of tasks with very well defined rules what you suggest would work. But I'm willing to bet that if you had to modify it to handle more dynamic situations you'd start to understand just how complex it is to say optimize a pla
Oh I read the tech description for the missiles so can certainly see your point in that regards. However it still strikes me that this is the only trade good that is not in a branch specific to what it does. Now if the trade good at the end of the missile branch say added +10 to def or something well then that I can understand. But honestly putting a trade good that affects research in a defense branch doesn't strike you as off? Then again I'll take my own advice here in that just cause I do
Hard to say though in the last couple of games I've played with the new release I've had random events occur. They did tone down the bonuses you get from the ethical questions. Nothing in the patch notes says they did anything to the event code other then changing the min years for a Ranger type ship to appear. Maybe that tweak did something unexpected to the rest of the events too.
It's frankly damning that people are advocating 'avoiding hulls' or 'doctoring it yourself' when they've been broken for seven patches. While I don't know the internals of Stardock's design team I do know software development in general. If it is something that takes an artist's time then it is a safe bet that is on the back burner if said ar
It is entirely possible this is a typo. There are a few things in the XML files that seem to have been added or changed after other things were put in. If memory serves the econ buildings are not together in the file though I'd have to look again to verify that. But honestly I think I'm with Kalin on this one too since I usually skip right over the banks and get the stock markets because at that point in the game they are only one or two weeks for me to research. In fact the whole econ branc
Yeah there are still a couple of hulls that have hardpoints that are perfectly symetrical or worse have the normal flipped. It can be frustrating but to be honest with you I just either ignore those hard points or use a different hull .
Race color: Not sure since I've never bothered to change my custom races color since I found some I can live with that doesn't match any of the predefined races. Blind Exploration: I've played a couple of games with it on and then turned it off and it seemed to work ok for me. That is I can toggle between the two states. Ctrl-N and Metaverse: I seem to remember it starting to do this with the beta but it may have been even before that. My guess is that this was their f
Well you can park a defensive fleet directly on top of the starbase. And so long as it is more powerful from an att/def stand point then the game won't allow an enemy to attack the starbase until it destroys that fleet. I suppose it boils down to balance. Would it be nice to have modules to add HP? Sure. But I highly doubt they'd ever make it so that a single starbase can stand up to a late game fleet armed to the teeth. As for making the starbase part of a fleet who knows but ag
the issue is here, someone is wrong, the English language is clear on what those setting should mean as well, the fault lies with stardocks inability to use the proper terms for their design and misslead peoples expectations. Alright genius then what would the proper terms be for the described actions? And if you think the English language is
I've been wondering if the hyper computers being in the end of the missile tech branch is actually a typo in the XML file. I mean it would seem to me that they really should be in the research branch right? But yes it is a trade good that you get when you research Aereon Missile Defense.
To mirror a part: 1) Highlight the part you wish to mirror. For example if you have a wing bling piece on the left side and want to get one on the right side with the same angle click the one on the left first. 2) Select the same part from the extras list so the new part takes on the orientation and size of the first part. This also puts the part on the mouse cursor and deselects the part on the ship. 3) Now right click on the dial you want to mirror. This causes the ship
I'm not going to get into a semantics war of words with you since every computer program is a script in one form or another. And if there are conservatively say 100k people playing this game then 5% of that would be 5000. Maybe you are just one of those 5000. Also while I'm sure that 5% was a magic target number I highly doubt Stardock has actually polled every single player to see if they can in fact beat it on Tough. Also the game can be very easy if you stack things in your favor. There