Hmmmm, borders in space, in reality, not as simple as it sounds. Don't forgot that distance/speed/time is relative. So if I say to you, that you can't come within x distance of my planet, but your 'orbit/trajectory' takes you within that distance anyway, it might get slightly tricky to police this.
DarkMatter
Nice interview Brad. It was a good read. Esp. about how expensive shelf space is. I'm glad your putting the extra bucks in game features instead. Can't wait until this is released!
Thanks for the advice Kryo. Hopefully, it won't happen again!
Just had a CTD wit 1.3A. I haven't had a problem with he game since the very early builds. 8-( Here's my debug file:- Debug Message: Version v1.30A last updated on: Sat Sep 9 01:25:47 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 9/10/2006, 09:57:07 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: MERLIN Operating System: Win
8-)
Yes I will. Not only is it adding more eye-candy, but it's sounds like it's going to add much more depth.
Swwwwweeeeeeetttttt Those new graphics look awesome. Even more fun designing my unique ships..... Q Ghostbusters.... Choose the form of the traveller.... OK who thought of the "Stay-Puff" Dreadnaught Ship or something like that?
Well, it should be easy to mod now. So you can just reduce the cost/size and add a load more defensive techs.
Hmmmm. Things are not always so black and white. For instance, in similiar games (!), it's obvious that the AI 'knows' you are the human player and will treat you differently. One of the main aims of the AI here (and the reason I like it so much), is that the AI is not targetted against the you, the human player. Ultimately, you are the 'first among equals' . The OP has suggested you can easily start to 'trick' the AI. Remember again, that the Ai is not necessarily trying to 'win
Thanks Cari for your efforts on this. This will be my 1st 'modding' attempt of any game, which will keep me interested much longer than most other games I play. Sweet.
Wooooooooooo, that's a hell of a list of updates! There goes my weekend.............. Once again, I'm amazed at the continual effort put into this game by you guys. In 20 odd years of gaming, I can't think of a single player game I've enjoyed so much, and loved watching it evolve in to more and more of a challenge event. Kudos to you.
Don't forget to add... with liberty and justice for all. Borders Sry but far too complex for this type of game. You can't have borders in space. But there should be diplomatic options to say move fleet x or else etc......... Politics As I don't have any interest in the political aspects of the game, again too much detail.
I've voted YES, esp. if each race had custom parts. Oh and because I can get lazy sometimes, can we have some more 'ready-made' ships!
I think most have been mentioned already:- Better diplomacy:- threats, more layers of treaties & trade deals, more involvement by UP - trade embargos for aggression, etc. Better AI to be more challenging. Better planetary invasion tactics and graphics (sry, but the invasion screen is fairly lame)! Expanded tech tree, esp. for planetary improvements and Starbase enhancements. More random events:- esp. major events that force you to rethink your strategies (maybe gia
I'd still say, its related to memory Nah, you have plenty of memory. But your using Omega drivers, as stated above, maybe slightly risky, esp. on laptops.
Some brief ideas for making the AI tougher, without 'cheating':- 1) Concentrate more on 'yellow' techs - the power of diplomacy and influence seems under-rated. 2) Build influence Starbases to expand their empire and place these near opponents planets on the edge of your influence range. 3) Declare war and then attack - don't declare war and then give the player x amount of turns to prepare for war. 4) Try not to declare a war on 'two fronts' as this can be disastrous -
While I lament about the weakness of the AI strategies, the balance of power will irrevocably shift to the AI. I don't care how good anyone is at this game Frookie, hopefully the whole point of the new combat system is to help the AI in combat. At present it can be a massive advantage to initiate combat and deal an initial 'killer blow'. The
I'd like to see planetary defence beefed up. How about, ground based missle launchers, ray sheilding etc. This could get more powerful as you go up the weapons tech tree? The current planetary defenses don't seem worth the effort. I'd also like to see Starbases get more hitpoints as techs advance. (perhaps as hull sizes increase?). They become too weak, mid/late game. More random events as mentioned above:- Ion storms, Meteor showers, Giant Galatic Blobs (well forget t
We may see better AI planets when Stardock have added the option to allow more AI 'thinking' time. At present I'm sure that the AI is not constantly re-evaluating it's planets every turn, like I we do. This would be probably add a delay between turns, as it does some number-crunching. Remember that the AI is NOT templated and does is calcs on 'the fly'.
There is no such thing as an 'exploit' in GC2 for the simple fact that the AI can't win a game against a human player. It might make it tough to win (for a while). But that's it. LOL All hail the mighty Precursor10 !! The most powerful force in the universe (well, since captain Kirk hung up his wig and corset!).
I favourite tactic of mine is to rush build a military Starbase, next to planets I'm going to invade. I stockpile some Constructors, check what weapons/defence the enemy has, and then build the Starbase to assist my invasion fleet. This can be a big help. in the early game. Esp. as the AI seems to concentrate on one weapon/defence tech. I think this is a bit cheesey and perhaps the building of Starbases modules needs to be slowed down a bit and the building of these next to AI plan
Another point to remember is that your enemy may well surrender to somebody more powerful than yourself. You are then forced to pursue the war on them, if you want to 'cherry pick' their new planets.
I tend to ignore colonising Mars, let the AI have it, then watch it revolt under the sway of my influence capital.
Wait to see how 1.2 changes things. When the attacker no longer gets the massive advantage of that initial 'killer blow'. You might find things a little more difficult.
Niggles are what keeps good games from being great games. Niggles are what keeps GC2 from, in my estimation, reasonably having a score of over 90%. This game did get excellent reviews, have you not noticed these? <TD class="mb-Body-Quote-T