Entropy Avatar

Entropy Avatar

Joined Member # 2383374
20 Posts 235 Replies 8,660 Reputation

Reading posts like this, I always wonder if the AI install on my computer is somehow broken. You seem to know what you're doing, so I'm at a bit of a loss as to why you are having so much trouble. One thing is, if there is tech trading allowed in your game, and you DON'T tech trade, you are going to get stomped, since your opponents while have a substantial tech advantage. The Drengin will go to war with you if you have a weak mil

11 Replies 8,131 Views

Troop modules need also a big increase - so it'll be actually costly to the attacker to invade planets. I also contemplate making them *much* smaller in capacity - stg like 100 instead of 500, with cost 100 or so (Adv troop module will be double values). How do you propose to actually take a planet, u

33 Replies 22,548 Views

I just played a game with tech trading off. At one point, the Iconian Regufe declares war on me. I had researched Eyes of the Universe, so on the minimap, I saw a huge swarm of Iconian ships coming my way. I sent out a single fast fighter to get an idea of the size of this invasion force. Transports. Nothing but transports, stacks and stacks of them. I counted 30 in all and not a fighting ship to be found. That scout was very busy the next few turns. A few turns after that, the Icon

30 Replies 26,683 Views

from what I remember though, Great Brittan cut Canada loose rather than risk losing it to the americans or having to fight over it. No, that's not what happened at all. Canada didn't gain any kind of real independence until 1867, and the ties to the empire were still very strong even then. It was mor

21 Replies 10,941 Views

- Aren't you supposed to get some free production from racial abilities? I always choose +50 military, and I haven't seen it. Where is it supposed to list your free production? The free military production is definitely working in my game. The trick is, it doesn't show up until I actually start build

11 Replies 10,393 Views

The difficulty was on normal and on a medium map oh and another thing the dregin empire had no more than 2 planets i think. The fewer planets they have, the more likely they will get Planetary Invasion quickly. If they don't have to build or buy a lot of colony ships, they can use their starting fund

34 Replies 32,225 Views

Thanks telling the tale of your great war. About the AIs, you can actually individually control their intelligence and their attitude towards you in the game set up. So you could say, make the Drengin 'Bright' and set them as a starting in an Alliance with you, or even an unbreakable team. You'll probably want to set the AIs to play smarter for your second game, though. I think you'll find you've learned a fair bit in your first

6 Replies 8,970 Views

If you say brought 3000 legions on 3 ships and lost less than 1000, two of the ships would remain. If you are facing an opponent with low (<60ish) morale, you can actually take over planets without losing ANY transports. In my game just now, I used two transports to take 3 planets, and I still have bo

20 Replies 11,277 Views

Planetary invasion doesn't take 30 weeks to research, especially if you're the Drengin and start with some of the prerequisistes. How long a tech takes to research depends on how much research infrastructure you have, how much of your spending is directed to research, and how many techs you've acquired so far. 30 turns to get the infrastructure, do the research, deploy a fleet and invade is a little fast, but I'm pretty sure it can be done.

34 Replies 32,225 Views

Still, there is something seriously funky about how the left-mouse view control works. Depending on how you are oriented with respect to the ship, it moves radically differently. View the ship from one angle, it's a nice, well-behaved pan. View it from another angle, say closer to head-on, and a small left-drag of the mouse will make the ship do a Trek-like warp-exit into infinite distance.While that is admittedly cool, it's probably not intended beha

4 Replies 8,227 Views

I haven't noticed a forum discussion topic on this, so a couple of comments/questions: + Population growth fixed dramatically. This is going to have a significant game play result that we're still having to fix in the AI. Before, on a class 10 planet with a morale of 70 your population would increase at 20% per turn.

0 Replies 3,750 Views

Game Parameters: Huge, Uncommon stars, tight clusters, common planets, abundant habitable planets. Normal rules, normal tech rate. Playing as the Yor, default settings Difficulty: Crippling, 9 opponents I used ctrl-N a few times to restart the game until I found a configuration that was suitably *disadvantageous*: Isolated in a cluster of three stars. ------------------ Today we have tested the so-called 'hyperdriv

5 Replies 46,486 Views

Slightly off topic, but is a Parsec a "real World" unit of measurement? Parsec is a real distance measurement. 1 parsec = 3.26 lightyears. It stands for "parallax of one arc second". If you look around the room, keep one eye open and then switch eyes, you'll see that things appear to move

17 Replies 21,197 Views

Also, damage ratings of 1, 2, 3 should be more specific and tell you how many hit points it takes out. Uh, the damage rating *is* how many hitpoints it can take out. A heavy-mount Laser I would be either be pointless, or totally supercede Laser II. The thing to remember about the GC2 combat is that it adds all the weapons of one typ

11 Replies 9,757 Views

When you read some of Stardocks AARs, the text is full of interesting names and other made up stuff, why not spend the 48 hours it would take to add some of this into the game? Part of this is for accessibility. Alpha Centauri had some very interesting tech names, but people didn't know what any of it

11 Replies 9,757 Views

Another wrinkle on this (and to bump it back to the first page...): It's been argued that a point against defence is that it can be unlucky. At a stage in the game when attack and defence scores are high compared to hitpoints, one low roll on defence, combined with a high roll for the attacker, can be crippling or deadly. While this is true, I don't know that an all-offence design is better off here. A low roll for a no-defence at

14 Replies 8,143 Views

As I understand it, the system was purposefully made to produce truly random starts, rather than forcing a reasonably balanced start. If you want a game where everyone is dealt the same hand, you can hit ctrl-N a few times until you see what you like - this only takes a minute or two. If the game forced relatively equal starts, you wouldn't have the option of playing an unbalanced game (which can be a lot of fun).

11 Replies 10,013 Views

The point of the empty hull thing isn't that you would get the ship for cheaper than building it, it's that you'd get the ship for 'build it yourself' cost without actually requiring that much production. To be fair, you'd have to figure out the cost of the new components, and charge 'purchase price' on those. Which I suspect is pretty close to what they are doing. If you just swap one component, the upgrade cost isn't very high.

26 Replies 26,688 Views

One of the most interesting things about the GalCiv2 combat model, to me, is how things change with tech level. In a lot of games, it's common to have things in a sort of stasis. In the beginning you have ships with 10hp, 10 attack, 10 defence and later you have ships with 100hp, 100 attack, 100 defence. In GC2, we have two mechanisms that really go against the usual lock-step scaling. 1. Base ship hitpoints hardly increase at all compared t

14 Replies 8,143 Views