Some additional ideas and feedback on the suggestions of others 7. Kill constructor micromanagement, make em more like miners. Excellent suggestion. But there would have to be a way to specify which starbase improvements are automatically built and which aren't, so the constructors don't waste their (and my) time building useless defensive and sensor modules. How about when you construct a starbase, you tell the constructor which modules you wan
torfbolt
When I do a lot during one turn, I save alternately into different slots too, because of the possibility of savegame corruption. It would be nice to be able to just use quicksave for that though.
My vote goes for a split first place between the Yor and the Krynn. The Yor get a highly decent package of bonuses including an excellent miniaturization bonus, plus the awesome super ability of super isolationist. The Krynn, on the other hand, get an even better bonus combination but a sucking super ability. They have +50% morale, which is godly especially in the early game (allows the 100% morale population growth while still earning decent taxes). And they have a +50% defens
I've had the same problem now and then, and I find savegame corruption really annoying. It would be nice if Galciv offered an option "secure saving" for people this happened to, going like this: 1) save current game to backup location 2) rename old savegame to a backup name 3) rename new savegame to the real savegame name 4) delete old savegame I kind of assume the current process works like this: delete old savegame and write new savegame in its place. If, during t
1) Production change by rally point. It would be really nice to be able to produce warship in the war zone and constructors in the "backcountry" without changing production of every planet 2) Make the AI better use constructors to build starbases, especially economy starbases. It already does build good shipyard planets, but it takes econ starbases to get real shipyard powerhouses 3) Make the AI use the resources they control to their fullest extend. Currently they hardly upgra
I've noticed this bug several times now, it has been around for quite some time and never seems to have gotten fixed, so I thought I'd report this now. The bug I am talking about here concerns the statistic graphs. It typically occurs in rather epic games (usually somewhere between 20 and 25 years into the game, I can't recall when it happened more accurate than that). Also, it always appears right after loading a game. What happens then is the following: After loading, all exi
In my current game on masochistic, I didn't research them at all. I simply colonized until there were no planets without requirement in my vicinity left (at which point several AI's were having quite a bit more planets than me). Then I researched Planetary Invasion and "colonized" some more. These early invasions are really easy, even on higher difficulty levels, because the AI continues to research colonization techs even if you attack them and doesn't respond in time. I hope they get that fixe
addendum: at the moment, by far the best use you get in a war out of a given number of ships is to fleet them up as much as possible and to defend your planets in space. The AI doesn't seem to understand that, and loses countless ships in meaningless skirmishes defending their planets one at a time. Also, because of the ships they use around their planets, they don't have enough ships left to mount a successful offensive unless their advantage is already overwhelming.
I second the motion. All ships in orbit should be automatically fleeted, and the orbital defense manager changed somehow to give some attack/defense/hitpoints advantage to the defending fleet. That this would make it too easy to defend planets really is no valid concern, since as attacker you could still simply strike the less well defended planets (kind of logical, but you don't need to at the moment), and to defend all planets with enough ships to defend successfully against
I am just curious, wouldn't building the mind control center (+100% to economy) cancel out any advantage the AI had from that point in the game on? In other words, a doubling of tax revenues on citizens is the only advantage the AI gets correct? don't see why it wouldn't... I think the AI may get some miniaturization bonus too, but still, MCC neutralizes the most important advantage the AI has. Also, the player
If you are playing Dark Avatar, Stormbringer, the Thalans may "come out ahead" as you put it because of their Super Ability. I've heard many people here call Super Hive the best of the Super Abilities, and though I've not yet tried Thalans in Dark Avatar, those people likely are right in that assessment. If you can build factories in a single turn at no cost, that simply gives you quite an edge in the beginning of the game. If you can't deal with the Thalans otherwise, just choose them
I think the answer of many people in this thread (buy colony ships) should really be clarified a bit, with the later patches and especially Dark Avatar. I agree that in a galaxy setup that leaves just a few planets for each player, it might make sense to quickbuy colony ships. I like to play at big maps, however (usually huge, gigantic is a little too big for me), lately at crippling level. One thing that should be clearly understood is that using money to quickbuy things is vastly less
1. Improved espionage system. My idea: Never made much sense to me why you have to sacrifice an espionage team in order to capture an enemy agent. For spy defense, any spy in opponent territory should have a certain (rather low) chance of being caught each turn, modified by both civilizations espionage rating and much increased by agents set on the specific job (you should be able to place multiple agents on your infected tiles to speed up the capture). Also, it would be a nice
So aside from costing a lot to build, does the Mind Control Center actually do anything? Actually, yes... it gives you a 100% economy bonus, and that means +100% economy for ALL planets. Really, I don't understand why so many people don't see how cool Mind control center is
But, for him, it's not problem if I sell him obsolete tech later, in next deal, for full price (although it's pretty worthless for him). Yes, that should be fixed. Whenever you offer a computer player a technology where they have a better version and the prerequisite doesn't offer an additional benefit (like marines still give soldiering bonus
I played tough for quite a while too with the same argument (why should the AI get bonuses when I don't) until I realized that an experienced player in fact gets massive boni from his human capacity to learn. For instance, the player usually gets the majority of wonders and trade goods, knows how to use economy starbases effectively and so on. Try painful or crippling difficulty. There is some difference, but not such a huge one it's no longer possible to win.
Justas5, wondering what difficulty level you played was the last thing I was thinking about until I read the last sentence of your post. Where do you find "Intelligent" and "Genius" difficulty levels? I am using ver. 1.11, and I find 12 difficulty levels ranging from "Cakewalk" up to "Suicidal". You don't find those difficulty levels, but it sh
Heroine, you need to respond to your own post in order to have it appear in the lefthand "recent posts", it's a minor bug in the forum. Noone is able to read through every post, so the workaround of bumping to highlight it there is essential to have people actually see the post. Tthat may have been true some time in the past, but it is fixed no
To see which AI's are most successful, I have played games in cheat mode with uncovered map (ctrl-U) and autoplay (ctrl-Z) a couple of times now without interfering in the game myself. Lately however, this has become practically impossible, since the game crashes constantly, that is every couple of turns. Often this happens during quicksaving, CORRUPTING the save-game in the process. I'm not quite sure how rampant these crash issues are during normal gameplay, but I would really app
I think it would improve overall gameplay (and also likely difficulty for the player) if the effect of Eyes of the Universe was cut back to, like a sensor ability bonus of 2 or 3. Then building it would certainly no more eliminate the need for the player to bother with sensors at all after that. Also, I noticed that certain tech lines seem to be undervalued by the AI, like Sensor and Ethics line. This results in the human player always being able to get a lot of good trade goods and
I second that. In my opinion, tech speed is much too fast as it is now. I've been using the very slow setting for a time now, and that's barely slow enough for my taste. Please add either even slower research speeds, or rebalance the existing ones so that very slow is at most half as fast as it is now.
I already had several instances of the game crashing while saving. A crash that corrupts my quicksave is really very frustrating, so please look into these issues some more, guys. A little suggestion: If you don't find the reason why the game crashes while saving, please code the saving in such a way that the savegame is first written to a backup location, and only if a successful savegame is created in that location, does the game overwrite the original save file with the one in the
hmmm.... i dont know if i would like the ai to without warning just win and i lose if the ai were to be allowed to win by a tech victory then there should be some warning through espionge as to how close they are to reasurching the final tech so that you could respond to military or economic sanctions to limit or knock out its resurching potential. that or just not allow t
I found a possible explanation: The AI had won a technology victory. The problem is that when a computer player gets Tech victory, no defeat is triggered for some reason...